User:DarthPhallus/Sandbox 2

From Dustloop Wiki

Experiment to try to show Eddie framedata like it is represented on the P4U2R Ken page https://www.dustloop.com/w/P4U2R/Ken_Amada


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 Defense This keyword does not have an entry in the Glossary 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.

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
20 8
0 32

  • Summon/Unsummon Eddie
  • Integral move to playing Zato
  • Consumes 3 HP (of 3000 total) of the Eddie gauge per frame Eddie is summoned.
  • When summoning, Eddie becomes actionable on frame 21
  • When unsummoning, Eddie disappears on frame 1 as long as he is not locked in an attack.

Zato summons Eddie, which can then use all of his following attacks by releasing P, K, S or H. 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.

Use this summon after a knockdown to set up okizeme with a ]X[ released special. Also used in neutral to summon Eddie without doing an attack immediately, allowing for a reactive Eddie option when the opponent attempts to approach.

Note that Eddie becomes actionable before Zato does. This little gap allows for Eddie to be moved and attack to be input without having to worry about negative edge.

To unsummon Eddie, input 214H while Eddie is already summoned, preserving Eddie's longevity and allowing him to be summoned again much more quickly.

"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
20×2 All 13 3(17)2 24
20×2 All 21 [25] 3(17)2 24

  • ]P[ only works when Eddie is already summoned, whereas 236P can be done regardless if Eddie is summoned or not.
  • Quick, long ranged, two hit pressure starter and grounded space control tool.
  • {} refers to the value when 236P is performed with Eddie already summoned.
  • ]P[ and 236P use 500 HP of the Eddie gauge for each attack (1000 HP total). If Eddie is already summoned 236P uses 325 HP of the Eddie gauge for each attack (650 HP total).
  • Between the first and second hit there is a 6f gap on block, 3f on hit. On block 5f or faster normals can hit Eddie and kill him in this gap.
  • Zato is +4 if the first hit of 236P is blocked, meaning at close range the gap can be filled to frametrap the opponent.
  • Zato is +19 if the first hit of ]P[ is blocked, making if significantly easier to fil the gap between hits.
  • On grounded opponents the first hit does not combo into second hit, but can on airborne opponents and after some counter hit starters.

Can be used to cover ground space approach safely behind Eddie. Also an essential move in Zato's pressure strings. 236P can be used after a blocked 5H to create a frametrap for slower than 3f buttons while summoning Eddie.

There is rps Rock 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. around the gap in "Pierce" that is very important to play correctly. Using "Clap Cancels" like 236P(1) > 236P/K/S/H and 214S can all beat different options an opponent might attempt. It's very important to identify whether an opponent tends to attack, jump, dash, or do nothing during the gap. If they do not attempt to contest the gap simply letting both hits of "Pierce" come out is often the best option.

When using ]P[ Zato is at much more frame advantage after the first hit and it's much easier to fill the gap with large buttons such as 2S and keep pressure going. Filling the gap in "Pierce" also has the benefit of usually allowing both hits of pierce to combo.

"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
20×4 All 19→34→49→64 71 (15×4) Total 66
20×4 All 27→42→57→72 [31→46→61→76] 71 (15×4) Total 74 +55

  • ]K[ only works when Eddie is already summoned, whereas 236K can be done regardless if Eddie is summoned or not
  • {} refers to the value when 236K is performed with Eddie already summoned.
  • Uses 375 HP of Eddie gauge for each attack (upwards to 1500 HP). If Eddie is already summoned 236K uses 281 HP of the Eddie gauge for each attack (1124 HP total).
  • Staple okizeme, zoning, and pressure tool.

Eddie creates 4 lingering drills that, one after the other, go across the screen horizontally. Because of the attack's long duration, it's an effective tool to lock an opponent in blockstun, allowing Zato to close distance or create a variety of ambiguous mixups. In neutral it can be used to cover a lot of ground, denying an opponent space and allowing Zato to take it. This move also makes it very tricky for certain characters, such as I-no, to approach Zato.

Unsummoning during this move is also safer than usual, since the lingering drills will continue to cover the space in front of Zato during the unsummon recovery.

"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
20, 50 All 13 11(6)9 34
20, 50 All 21 [25] 11(6)9 34 +46

  • ]S[ only works when Eddie is already summoned, whereas 236S can be done regardless if Eddie is summoned or not
  • {} refers to the value when 236S is performed with Eddie already summoned.
  • Uses 1500 HP of Eddie gauge. If Eddie is already summoned 236S uses 1125 HP of the Eddie gauge.
  • Devastating Anti air and combo tool.
  • First hit whiffs on crouchers.
  • Second hit causes hard knockdown.

Anti air attack that drags the opponent back to the ground when blocked, allowing Zato to continue his offense. If the second hit connects, it will cause a hard knockdown, allowing time to dash up and continue the string with 2S > 2H > ... Very plus on block. Use this move to make an opponent think twice about jumping and airdashing. Do keep in mind that opponents can use anti-airs to hit Eddie out of it if a gap is left.

Also a staple in Zato's higher damage combos, as Zato can loop into this move so long as he has enough Eddie gauge available.

While Eddie is off the ground, any 236X Eddie move or 214H can be input and the action will be "buffered" - causing Eddie to perform it after he lands and recovers. 236S/]S[ > 214H in particular is incredibly useful since Leap will cover the entire unsummon animation, even leaving Zato plus on block if both hits of the move are blocked, allowing him to continue his pressure and summon again.

"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
30×3 All 66 3×6 (Summon Vanishes) 8-59F Guardpoint
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 is 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".

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
Total: 51

  • 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.

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
13 8~59 Total 28~95 13-[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

Zato sinks into the ground, becoming invincible as long as K is held. The longer Zato spends invincible, the longer the move's recovery becomes once he resurfaces. Zato will resurface once K 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 use 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.

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, 69 [82] Ground Throw 6 2 38 1-7F Throw
Total: 45

  • 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.

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
31 All 9 10 12 -8 3-18F Projectile Reflect
30 Total
Total: 30

  • 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 a short duration at the start 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
Character Move
 Anji Mito
  • ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6 (Both the first and second hits)
 Axl Low
  • N/A
 Bridget
  • N/A
 Baiken
  • N/A
 Chipp Zanuff
  • N/A
 Faust
  • LoveGGST Faust j236P.pngGuardAllStartup27RecoveryTotal 48Advantage- / Love (With Afro)GGST Faust j236P.pngGuardAll (Guard Crush)Startup27RecoveryTotal 48Advantage-
 Giovanna
  • N/A
 Goldlewis Dickinson
  • N/A
 Happy Chaos
  • N/A
 I-No
  • Antidepressant Scale 214PGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryTotal 51Advantage-8 / j.214PGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryUntil Landing + 6Advantage-1
  • Chemical Love 214KGGST I-No Chemical Love.pngGuardAllStartup11Recovery22Advantage-9 / j.214KGGST I-No Chemical Love.pngGuardAllStartup11RecoveryUntil Landing + 7Advantage-10 (IHD) (Nullifies it.)
 Jack-O'
  • j.DGGST Jack-O jD.pngGuardAllStartup21RecoveryTotal 44Advantage-
 Ky Kiske
  • j.DGGST Ky Kiske jD.pngGuardAllStartup13Recovery15Advantage- (Nullifies it.)
  • Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14
  • Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25]
  • Aerial Stun Edge j.236SGGST Ky Kiske j236X.pngGuardAllStartup21RecoveryUntil Landing+10Advantage- / j.236HGGST Ky Kiske j236X.pngGuardAllStartup21RecoveryUntil Landing+10Advantage-
 Leo Whitefang
  • Gravierte Würde [4]6SGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup10RecoveryTotal 50FAdvantage-12 / [4]6HGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup35RecoveryTotal 66FAdvantage+17
 May
  • N/A
 Millia rage
  • Tandem Top 236SGGST Millia Rage Tandem Top Full.pngGuardAllStartup12RecoveryTotal 45Advantage-10 / 236HGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36
 Nagoriyuki
  • N/A
 Potemkin
  • F.D.B. (Projectile)GGST Potemkin FDB Reflect.pngGuardAllStartup1RecoveryAdvantage+11
 Ramlethal Valentine
  • Bajoneto 236SGGST Ramlethal Valentine Bajoneto S.pngGuardAllStartup20RecoveryTotal 37Advantage+9 / 236HGGST Ramlethal Valentine Bajoneto H.pngGuardAllStartup20RecoveryTotal 43Advantage+3 (Follow-up explosion only, nullifies it.)
 Sol Badguy
  • Gun FlameGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10
 Testament
  • N/A
 Zato-1
  • "That's a lot!"GGST Zato-1 That's a lot.pngGuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+55 (Only reflects one drill.)
  • Invite HellGGST Zato-1 Invite Hell 1.pngGuardAllStartup18Recovery2Advantage-7 (Nullifies it.)