GGML/Zato: Difference between revisions

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{{GGML_Move_Card
{{GGML_Move_Card
|input=5P
|input=5P
|description=Relatively slow 5P. Hitbox comparable to how it is in later games. Decent range.
|description=You take a look at that on-block and on-hit frame advantage and tell me what to think about this.
*Better on block than on hit. This is going to be a running theme.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=5K
|input=5K
|description=
*Pretty big poke and unpunishable on block if you space it.
*Also - on hit, so remember to cancel it for a combo.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=c.S
|input=c.S
|description=
*Unfortunately not instant like some other {{clr|3|c.S}} attacks.
*Filler for CC infinites, really.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=f.S
|input=f.S
|description=
*Reaches very far, making it a halfway decent poke. Very jointed, just like in later games.
*Really, really unsafe at closer ranges, even if you hit it. Don't forget to charge cancel.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=5H
|input=5H
|description=
*Hitbox is pretty high up, whiffs on crouching opponents.
*Long recovery, so if you whiff or forget to charge cancel, you'll have a bad time.
At 4f startup, this is Zato's fastest normal. It can also confirm into a CC infinite on hit, which will generally be what you use it for. Too situational and punishable otherwise.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=6P
|input=6P
|description=
*Two-hit normal that's significantly plus on block.
*Lacks the upper body invincibility it has in later games, so it isn't an anti-air.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=6K
|input=6K
|description=
|description=Zato's classic overhead, except it's painfully slow in this game. You're more likely to be hit out of it than to ever land it. Bizarrely, it can be special canceled at any point in the move's duration, which would be cool if he had any low hitting specials but unfortunately he doesn't in Missing Link.
*Extremely slow overhead
 
*Bizarrely, it can be special canceled at any point in the move's duration, which would be cool if he had any low hitting specials but unfortunately he doesn't in Missing Link.
Can be confirmed into an infinite on hit.
*For some baffling reason, the command list gets the input for this move wrong. It says "Press forwards when holding K" but that doesn't even work. Instead of doing [K]6, like the command list implies, you just do a normal 6K input.
 
Zato's classic overhead, except it's painfully slow in this game. Can be confirmed into an infinite on hit, but you're more likely to be hit out of it than to ever land it.
For some baffling reason, the command list gets the input for this move wrong. It says "Press forwards when holding K" but that doesn't even work. Instead of doing [K]6, like the command list implies, you just do a normal 6K input.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=2P
|input=2P
|description=
*Same bizarre on-block and on-hit properties as {{clr|3|5P}}, but a bit worse.
*Unlike later games, this is a low.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=2K
|input=2K
|description=
*Zato's classic sweep, except because of how teching works in this game, you won't knock them down and will potentially be minus on hit if you're opponent's on the ball.
*Also a low, just like usual.
*Goes pretty far, like 5K, but is also jointed.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=2S
|input=2S
|description=
*A big, unpunishable disjoint. Solid poke.
*Can go into {{clr|4|5H}} > charge cancel > dash forward > {{clr|3|f.S}} to start an infinite, even at the tip of its range.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=2H
|input=2H
|description=
*Big vertical hitbox. Not very much disjoint, so it isn't amazing as an anti-air.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=j.P
|input=j.P
|description=
*A really slow air jab.
*Has only one frame of recovery, making it somewhat spammable.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=j.K
|input=j.K
|description=
*Same startup as {{clr|1|j.P}}, but with way more recovery.
*Worse than {{clr|3|j.S}} as a jump-in and {{clr|4|j.H}} as an air-to-air due to its pretty bad frame data.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=j.S
|input=j.S
|description=
|description=Giant landing normal with a tiny bit of invuln on startup. Useful for hitting opponents below you. Has a big hurtbox accompanying it so it is whiff punishable and can lose trades to disjoints. Will sometimes win trades against disjointed moves thanks to the startup invincibility.
*Giant landing normal with a tiny bit of invuln on startup.  
*Useful for hitting opponents below you.  
*Has a big hurtbox accompanying it, so it is whiff punishable and can lose trades to disjoints.  
*Will sometimes win trades against disjointed moves thanks to the startup invincibility.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=j.H
|input=j.H
|description=
|description=Giant dedicated air to air normal. The hitbox is big but so is the hurtbox, so be careful with it.
*Giant dedicated air to air normal.  
*The hitbox is big, but so is the hurtbox, so be careful with it.
*Very active, meaning you can throw it out pre-emptively to an extent.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=S+H
|input=S+H
|description=
|description=Fast overhead that whiffs on over half the cast crouching. Useful in the few matchups you can use it in for mixups, little use otherwise.
*Fast overhead that whiffs on over half the cast crouching.  
*Really plus on block, so it's still your turn if they block it high.
*Useful in the few matchups you can use it in for mixups, little use otherwise.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=4H or 6H
|input=4H or 6H
|description=
*It's a grab, and has the usual properties of one.
*Decently plus on hit, even if they tech. Teching also leaves them very high in the air for you to catch their landing.
*Sideswitches on hit, and sends them flying very far horizontally as well as vertically.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=6[6]
|input=6[6]
|description=
*Pretty standard dash attack. Moderate hitbox, and pretty plus on block.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=P+K > 236X
|input=P+K > 236X
|description=
|description=Weak instant kill. Crouched by everyone but Potemkin and Justice while still being smaller and slower than some other instant kills. You won't be seeing this one as often as other characters' instant kills.
*Weak instant kill.  
*Crouched by everyone but Potemkin and Justice while still being smaller and slower than some other instant kills.  
*You won't be seeing this one nearly as often as other characters' instant kills.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=214K or 214P
|input=214K or 214P
|description=
|description=Drunkard Shade is pretty cool. First of all, the move is invulnerable above the knees and has a tall hitbox that extends up from the ground.
*Drunkard Shade is a pretty cool anti-projectile option.  
 
*First of all, the move is invulnerable above the knees and has a tall hitbox that extends up from the ground.
The K version will immediately reflect any projectile which contacts it.
*The K version will immediately reflect any projectile which contacts it.
 
*The P version will instead absorb the last projectile to contact it. After a couple seconds, that projectile will then automatically fire out of Zato's face, even if he is in hitstun.  
The P version will instead absorb the last projectile to contact it. After a couple seconds, that projectile will then automatically fire out of Zato's face, even if he is in hitstun.  
*Even though Zato cannot reflect Justice's Gamma Ray, he has so much invulnerability that if you block the first two hits, Drunkard Shade out of blockstun will let you pass through the rest.
 
<u>Drunkard Shade does not work on the following projectiles:</u>
<u>Drunkard Shade does not work on the following projectiles:</u>
*{{Character Label|GGML|Justice}}'s [[GGML/Justice#Imperial Ray|Imperial Ray]] or [[GGML/Justice#Gamma Ray|Gamma Ray]]
*{{Character Label|GGML|Justice}}'s [[GGML/Justice#Imperial Ray|Imperial Ray]] or [[GGML/Justice#Gamma Ray|Gamma Ray]]
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{{GGML_Move_Card
{{GGML_Move_Card
|input=41236H|versioned=yes
|input=41236H|versioned=yes
|description=
|description=Climb Darkness sends Zato's shadow forwards to the edge of the screen, then calls it back to him. During this time, Zato's only valid actions are the followups to Climb Darkness.
*Climb Darkness sends Zato's shadow forwards to the edge of the screen, then calls it back to him. During this time, Zato's only valid actions are the followups to Climb Darkness.
 
*The followups to Climb Darkness are all identical, but are input with distinct buttons. They are done by pressing {{clr|4|H}}, {{clr|3|S}}, and {{clr|1|P}} in that order.  
The followups to climb darkness are all the same, but are input with distinct buttons. They are done by pressing {{clr|4|H}}, {{clr|3|S}}, and {{clr|1|P}} in that order. You can use the 3 followup hits at any time that the shadow is away from Zato so long as the order is respected.
*You can use the 3 followup hits at any time that the shadow is away from Zato, so long as the order is respected.
 
*Once the first followup is used, the shadow will begin its return to Zato regardless of whether or not it reached the edge of the screen.
Once the first followup is used, the shadow will begin its return to Zato regardless of whether or not it reached the edge of the screen.
*Air unblockable, making it a good way to stop jumps.
 
*Also an overhead, for some reason.
*Air Unblockable
*The earliest valid followup input is on the 20th frame of Climb Darkness, right after the shadow becomes visible on the animation.
*The earliest valid followup input is on the 10th frame of climb darkness, right after the shadow becomes visible on the animation.
*There must be at least 1 frame without an input between the end of one Climb Darkness Followup and the start input of the next.
*There must be at least 1 frame without an input between the end of one Climb Darkness Followup and the start input of the next.
*After the shadow returns to Zato, the recovery of the move is 3 frames.
*After the shadow returns to Zato the recovery of the move is 3 frames.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=22S or 22H|versioned=yes
|input=22S or 22H|versioned=yes
|description=
|description=Invite Hell locks Zato in place and produces a drill a set distance away. The S button places the drill near Zato, and the H version places the drill far away.
*Invite Hell locks Zato in place and produces a drill a set distance away. The S button places the drill near Zato, and the H version places the drill far away.
 
*The drill hits once when coming out of the ground, once when erect, and once more when retracting into the ground.  
The drill hits once when coming out of the ground, once when erect, and once more when retracting into the ground. It has enough vertical range to reach the apex of Potemkin's jump arch, which means that some characters will be forced to superjump or double jump to get around it. Invite Hell is a bit awkward as a zoning tool since Zato is immobile for the entire duration, so it is matchup dependent how you use it.
*It has enough vertical range to reach the apex of Potemkin's jump arch, which means that some characters will be forced to superjump or double jump to get around it.  
*Invite Hell is a bit awkward as a zoning tool since Zato is immobile for the entire duration, so it is matchup dependent how you use it.
*The drills are also very minus on hit if you hit them early enough into the animation, and are punishable with tech > airdash forward in those cases.
*Drills are amazing on block, though, being quite plus and doing respectable chip damage.
----
----
*At Level 2, the drill gains massive hitboxes on its sides which make it considerably harder to contest, avoid, and deal with in general.  
At Level 2 the drill gains massive hitboxes on its sides which make it considerably harder to contest, avoid, and deal with in general.
*It also does a fair bit more chip damage.
 
----
At Level 3 the move spawns three drills and occupies virtually the entire floor making it borderline uncontestable.
*At Level 3 the move spawns three drills, covering virtually the entire floor. This makes it borderline uncontestable.
*Launches the opponent extremely high into the air, making punishes on hit unlikely even if they tech.
*Does about as much damage on block as on hit due to how many hits there are.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=j.22S or j.22H|versioned=yes
|input=j.22S or j.22H|versioned=yes
|description=
|description=Aerial Invite hell is similar to the ground version, but with some interesting tweaks. It spawns a drill on the ground a short distance in front of Zato's position when the move is first input. The S button places the drill near Zato, and the H version places the drill far away.
*Spawns a drill on the ground a short distance in front of Zato's position when the move is first input. The S button places the drill near Zato, and the H version places the drill far away.
 
*Zato's momentum is preserved which can let you move away from or towards your drill by using backwards or forwards jumps.
Zato's momentum is preserved which can let you move away from or towards your drill by using backwards or forwards jumps. Because this move is in recovery until landing + 29 frames you want to use it as soon as possible before hitting the ground. this will give you the most actionable time before the drill disappears.  
*The listed frame advantage is assuming you input Aerial Invite Hell immediately after jumping, so it provides a lot more advantage than stated if you use it closer to the ground.
Aerial Invite Hell is similar to the ground version, but with some interesting tweaks. The drill's startup is instant, letting you throw it out on the spot at any point in a jump. Because this move is in recovery until landing + 29 frames, you want to use it as late as possible before hitting the ground. This will give you the most actionable time before the drill disappears. This frequently makes AIH extremely plus on block at worst, just be careful however as it's mysteriously punishable on hit if you do this.
----
----
*Level 2 is identical to level 1 in all known ways.
Level 2 is identical to level 1 in all known ways.
----
 
*Level 3 Aerial Invite Hell spawns 3 level 1 drills, which makes it cover considerably less space than the ground version.
Level 3 Aerial Invite Hell spawns 3 level 1 drills, which makes it cover considerably less space than the ground version.  
*It's still a lot less committal than the ground version, though, due to having the same frame data as the other two Aerial Invite Hells.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=623P
|input=623P
|description=
|description=Invincible on startup DP with a decent hitbox and damage. It has a huge amount of recovery, making it very unsafe on block.
*Invincible on startup DP with a decent hitbox and damage.
 
*Second hit is techable while Zato is still in recovery, making him incredibly unsafe
Initially looks like a useful reversal and combo ender, especially considering Zato's status as a zoner, but it has a major flaw. It's fully punishable '''ON HIT'''. By teching the second hit of the move, the opponent lands next to Zato fully recovered while he's still going through the move's long recovery. This leaves it fully open to a punish with anything you want, be it an IK or an infinite. This unfortunately renders the move mostly useless.
Initially looks like a useful reversal and combo ender, especially considering Zato's status as a zoner, but it has a major flaw. It's fully punishable '''ON HIT'''. By teching the second hit of the move, the opponent lands next to Zato fully recovered while he's still going through the move's long recovery. This leaves it fully open to a punish with anything you want, be it an IK or an infinite. This unfortunately renders the move mostly useless.
}}
}}
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{{GGML_Move_Card
{{GGML_Move_Card
|input=63214S
|input=63214S
|description=
|description=Zato schlorps into the ground making him completely invulnerable. While underground Zato's only valid actions are to move left and right at incredible speeds. Coming out of the ground has a brief animation before Zato becomes actionable.
 
*Startup represents the time it takes to enter the ground from first input. Recovery represents time that it takes to come out of the ground.
*Startup represents the time it takes to enter the ground from first input. Recovery represents time that it takes to come out of the ground.
*Zato has 4 frames of vulnerability on either side of the animation; 4 frames at the start when he goes into the ground, and 4 frames at the end after he comes out of the ground.
**Zato has 4 frames of vulnerability on either side of the animation. 4 Frames at the start when he goes into the ground, and 4 frames at the end after he comes out of the ground.
*Pressing S will cause Zato to come out of the ground early.
*Pressing S will cause Zato to come out of the ground early.
*Pressing P will fake coming out by playing the first 11 frames of the animation.
*Pressing P will fake coming out by playing the first 11 frames of the animation.
Zato sinks into the ground, making him completely invulnerable. While underground, Zato's only valid actions are to move left and right at incredible speeds. Coming out of the ground has a brief animation before Zato becomes actionable, but is still hard to punish thanks to the move's strangely long lasting invincibility.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=412363214H
|input=412363214H
|description=
|description=An advancing attack with a single hit of huge damage. The startup isn't great and the recovery is incredibly long. As a result this is isn't particularly useful because why try to combo into a weird slow unsafe super when you could go infinite with Charge Cancel.
*An advancing attack with a single hit of huge damage. The startup isn't great and the recovery is incredibly long.  
*Horrendously unsafe on block and, due to the fact that you can tech almost immediately after the launch, just as bad on hit.
*As a result of these factors, this is isn't particularly useful, because why try to combo into a weird slow unsafe super when you could go infinite with Charge Cancel?
God awful super and basically a suicide button, par for the course for a lot of GGML characters. Looks very cool at least.
}}
}}


==Navigation==
==Navigation==
{{Navbar-GGML}}
{{Navbar-GGML}}

Revision as of 12:56, 24 January 2022

Overview
Overview

 Zato  Zato zones the opponent with large normals, varied projectiles, and anti-zoning tools.

Pros
Cons
  • Break the Law: Break the Law is obscenely strong in Missing Link with only 6 vulnerable frames on startup, 4 vulnerable frames during recovery, and great speed. Combined with guard cancels it's very hard to deal with and lets Zato gain space from the opponent without much risk.
  • Good Zoning Options: With Invite Hell, Climb Darkness, Break the Law, and huge normals like j.S and 5H, Zato is a powerful zoner.
  • Strong Anti-Zoning: Invite Hell is good at catching opponents trying to zone and Drunkard Shade is an incredibly effective projectile reflector.
  • Long Vulnerability on Invite Hell: Invite Hell lasts for a very long duration and Zato is open to a full ground punish the entire time. This is partially helped by Aerial Invite Hell, but comes at the cost of nerfed hitboxes.
  • Incredibly Weak Reversal: Zato's 623P, Rise and Fall, is fully invincible on startup. However, it's fully punishable by an infinite on block and hit, making it useless outside of kills.
  • Weak Super: Dark Sentinel, despite looking cool, is a very underwhelming super, lacking any use outside of specific situations. Most of the time Zato will be spending meter on FD.
  • Small Instant Kill: Zato's instant kill, while fairly fast, has barely any range and can be crouched by most of the cast.
Zato
GGML Zato Portrait.png
Defense
100%Raw Value: 10
Jump Startup
3f
Backdash
22f
Meter Gain Mod
100%Raw Value: 10
Charge Time
70f
Forward Walk Speed
73%Raw Value: 563
Backward Walk Speed
65%Raw Value: 384
Dizzy Resistance
100%Raw Value: 30
Fastest Attack
Reversals

Normals

5P

5P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 All 7 4 12 +2 0 none
You take a look at that on-block and on-hit frame advantage and tell me what to think about this.

5K

5K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 All 8 9 8 +1 -1 none

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c.S

c.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 All 10 4 12 +1 -1 none

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f.S

f.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
8x2 All 6 4,4,7 30 -20 -22 none

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5H

5H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
16 All 4 10 25 -10 -8 none

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6P

6P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x2 All 8 4,5 5 +7 +5 none

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6K

6K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 Overhead 31 4 16 -3 -5 none

Zato's classic overhead, except it's painfully slow in this game. You're more likely to be hit out of it than to ever land it. Bizarrely, it can be special canceled at any point in the move's duration, which would be cool if he had any low hitting specials but unfortunately he doesn't in Missing Link.

Can be confirmed into an infinite on hit.

For some baffling reason, the command list gets the input for this move wrong. It says "Press forwards when holding K" but that doesn't even work. Instead of doing [K]6, like the command list implies, you just do a normal 6K input.

2P

2P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
4 Low 7 5 11 0 -2 none

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2K

2K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
8 Low 12 10 16 -4 -2 none

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2S

2S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
12 Low 12 4 13 -1 -3 none

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2H

2H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
18 Low 8 9 13 0 +4 none

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j.P

j.P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 Overhead 10 4 1 N/A N/A none

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j.K

j.K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
16 Overhead 10 4 26 N/A N/A none

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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

j.S

j.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 Overhead 15 5 11 N/A N/A none
Giant landing normal with a tiny bit of invuln on startup. Useful for hitting opponents below you. Has a big hurtbox accompanying it so it is whiff punishable and can lose trades to disjoints. Will sometimes win trades against disjointed moves thanks to the startup invincibility.

j.H

j.H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 Overhead 8 11 19 N/A N/A none
Giant dedicated air to air normal. The hitbox is big but so is the hurtbox, so be careful with it.

Universal Mechanics

Dust Attack

S+H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
16 Overhead 16 5 9 +10 none
Fast overhead that whiffs on over half the cast crouching. Useful in the few matchups you can use it in for mixups, little use otherwise.

Throw

4H or 6H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
20 Throw 1 N/A N/A N/A +17 none

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

Dash Attack

6[6]
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 All +16 +2

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

Instant Kill

Fear of the Dark

P+K > 236X
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
FATAL All 6 6 10 N/A N/A Above Knees 1~11, 15~40
Weak instant kill. Crouched by everyone but Potemkin and Justice while still being smaller and slower than some other instant kills. You won't be seeing this one as often as other characters' instant kills.

Specials

Drunkard Shade

214K or 214P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 All 12 40 13 -32 -32 Upper Body

Drunkard Shade is pretty cool. First of all, the move is invulnerable above the knees and has a tall hitbox that extends up from the ground.

The K version will immediately reflect any projectile which contacts it.

The P version will instead absorb the last projectile to contact it. After a couple seconds, that projectile will then automatically fire out of Zato's face, even if he is in hitstun.

Drunkard Shade does not work on the following projectiles:

Climb Darkness

41236H
Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Climb Darkness N/A N/A 19 N/A 3 N/A N/A none
Climb Darkness Followup 15 Overhead 2 17 2 N/A N/A none

Climb Darkness sends Zato's shadow forwards to the edge of the screen, then calls it back to him. During this time, Zato's only valid actions are the followups to Climb Darkness.

The followups to climb darkness are all the same, but are input with distinct buttons. They are done by pressing H, S, and P in that order. You can use the 3 followup hits at any time that the shadow is away from Zato so long as the order is respected.

Once the first followup is used, the shadow will begin its return to Zato regardless of whether or not it reached the edge of the screen.

  • Air Unblockable
  • The earliest valid followup input is on the 10th frame of climb darkness, right after the shadow becomes visible on the animation.
  • There must be at least 1 frame without an input between the end of one Climb Darkness Followup and the start input of the next.
  • After the shadow returns to Zato the recovery of the move is 3 frames.

Invite Hell

22S or 22H
Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Invite Hell 9x2,1 All 17 8,60,5 15 +3 -55 none
Invite Hell Level 2 All 17 15 -15 -27 none
Invite Hell Level 3 All 17 15 -1 -41 none

Invite Hell locks Zato in place and produces a drill a set distance away. The S button places the drill near Zato, and the H version places the drill far away.

The drill hits once when coming out of the ground, once when erect, and once more when retracting into the ground. It has enough vertical range to reach the apex of Potemkin's jump arch, which means that some characters will be forced to superjump or double jump to get around it. Invite Hell is a bit awkward as a zoning tool since Zato is immobile for the entire duration, so it is matchup dependent how you use it.


At Level 2 the drill gains massive hitboxes on its sides which make it considerably harder to contest, avoid, and deal with in general.

At Level 3 the move spawns three drills and occupies virtually the entire floor making it borderline uncontestable.

Aerial Invite Hell

j.22S or j.22H
Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Aerial Invite Hell 9x2,1 All 1 9,59,18 Until Landing+29 +16 -38 none
Aerial Invite Hell Level 2 9x2,1 All 1 9,59,18 Until Landing+29 +16 -38 none
Aerial Invite Hell Level 3 9x2,1 All 1 9,59,18 Until Landing+29 +16 -50 none

Aerial Invite hell is similar to the ground version, but with some interesting tweaks. It spawns a drill on the ground a short distance in front of Zato's position when the move is first input. The S button places the drill near Zato, and the H version places the drill far away.

Zato's momentum is preserved which can let you move away from or towards your drill by using backwards or forwards jumps. Because this move is in recovery until landing + 29 frames you want to use it as soon as possible before hitting the ground. this will give you the most actionable time before the drill disappears.


Level 2 is identical to level 1 in all known ways.

Level 3 Aerial Invite Hell spawns 3 level 1 drills, which makes it cover considerably less space than the ground version.

Rise and Fall

623P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9,12 All,Overhead 6 7(25)28 29 -60 -58 Full 1~12, 34~37

Invincible on startup DP with a decent hitbox and damage. It has a huge amount of recovery, making it very unsafe on block.

Initially looks like a useful reversal and combo ender, especially considering Zato's status as a zoner, but it has a major flaw. It's fully punishable ON HIT. By teching the second hit of the move, the opponent lands next to Zato fully recovered while he's still going through the move's long recovery. This leaves it fully open to a punish with anything you want, be it an IK or an infinite. This unfortunately renders the move mostly useless.

Break the Law

63214S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
N/A N/A 30 N/A 15 N/A N/A Strike 5~30; Full Until Exiting BTL; Strike 1~11 of Recovery

Zato schlorps into the ground making him completely invulnerable. While underground Zato's only valid actions are to move left and right at incredible speeds. Coming out of the ground has a brief animation before Zato becomes actionable.

  • Startup represents the time it takes to enter the ground from first input. Recovery represents time that it takes to come out of the ground.
    • Zato has 4 frames of vulnerability on either side of the animation. 4 Frames at the start when he goes into the ground, and 4 frames at the end after he comes out of the ground.
  • Pressing S will cause Zato to come out of the ground early.
  • Pressing P will fake coming out by playing the first 11 frames of the animation.

Supers

Dark Sentinel

412363214H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
63 All 39 Until Reaches Enemy/Wall 75 -65 -65 none
An advancing attack with a single hit of huge damage. The startup isn't great and the recovery is incredibly long. As a result this is isn't particularly useful because why try to combo into a weird slow unsafe super when you could go infinite with Charge Cancel.

Navigation

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