Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Scaling
Hit Number | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
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Damage | 1x | 0.87x | 0.75x | 0.68x | 0.56x | 0.50x | 0.43x | 0.37x | 0.34x | 0.31x | 0.28x | 0.25x | 0.21x | 0.18x | 0.15x | 0.12x |
[c.S > 5H > 22R, 66, c.S ...] xN
As with many CC infinites, c.S is just the bridge. 5H has a sizeable amount of hitstun and very quick startup, so if you're up to it, it could CC infinite just with itself.
Zato's CC infinite is typically more difficult than other characters since his Charge input is weird and doesn't let you easily buffer a dash during it as with the otherwise-universal quarter circle forwards & DP motions. He does make up for it somewhat by having some of the longest range infinite conversions in the game, but if this one takes you a while or you drop it more often than others, don't sweat it too much, it's not abnormal.
Do not fumble into doing Drill on accident, you will die. Violently.
[c.S > 2H > 22R, 66, c.S ...] xN
5H fails to combo against these characters if they crouch, so you need to press 2H against them instead. In the event a combo starts against these characters in general, it's better to go the safe-than-sorry route and just use 2H so you don't whiff 5H and die tragically.