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| <center>{{Character Label|GGST|Zato-1|45px}}</center>
| | {{GGST/CharacterLinks}} |
| {{#lst:{{BASEPAGENAME}}/Data|Links}}
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| <div style="float:left; margin-right:25px;">
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| {{TOC limit|3}}
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| </div>
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| <br style="clear:both;"/>
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| == Matchups == | | == Matchups == |
| | {{Matchup ToC}} |
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| * Keep on Rockin' is a great resource to find specific matchups played by good players: https://strive.keeponrock.in/#/?p1chars=zato
| | ==Anji Mito== |
| * Character Strategy pages generally have at least some basic counterplay
| | {{MatchupSummaryBox |
| | | | character = Anji Mito |
| ===Matchup legend===
| | | favorability = {{clr|1|Favorable}} |
| <!-- {| class="mw-collapsible mw-collapsed wikitable"-->
| | | oneliner = |
| {| class="mw mw wikitable"
| | | summary = |
| ! rowspan=2| Scale !!colspan=5 | Matchup legend
| |
| |-
| |
| |'''{{clr|2|Very Favorable}}''' || '''{{clr|1|Favorable}}''' || '''{{clr|3|Average}}''' || '''{{clr|5|Unfavorable}}''' || '''{{clr|4|Very Unfavorable}}'''
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| |}
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| | |
| | |
| ===<font style="visibility:hidden" size="0">Anji</font>===
| |
| {{MatchupSummaryBox|character=Anji Mito | |
| |favorability={{clr|3|Favorable}} | |
| |oneliner=Anji has few options that effectively deal with Eddie neutral. | |
| |summary= | |
| * Spin and Parry are both ineffectual when used against Eddie. | | * Spin and Parry are both ineffectual when used against Eddie. |
| * Anji has no means to threaten you for summoning at range. | | * Anji has no means to threaten you for summoning at range. |
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| }} | | }} |
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| | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! Anji's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | |{{MMC|game=GGST|chara=Anji Mito|input=2P|label={{clr|P|2P}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Anji Mito|input=6P|label={{clr|P|6P}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Anji Mito|input=5K|label={{clr|K|5K}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Anji Mito|input=f.S|label={{clr|S|f.S}}}} || || || || |
| | |- |
| | | charged {{MMC|game=GGST|chara=Anji Mito|input=236H|label={{clr|H|236H}}}} || || || || |
| | |} |
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|
| | ===Notable Interactions=== |
| | ---- |
| | |
| | ===Defense=== |
| | ---- |
| * Do not be too afraid to block vs Anji, he doesn't get particularly scary conversions on his mixups and if you have fast enough reactions you can invalidate many of his options. Try to lean towards FDing and playing reactively on defense rather than choosing abare too often, as Anji's biggest combos generally come from CHs rather than metered conversions. | | * Do not be too afraid to block vs Anji, he doesn't get particularly scary conversions on his mixups and if you have fast enough reactions you can invalidate many of his options. Try to lean towards FDing and playing reactively on defense rather than choosing abare too often, as Anji's biggest combos generally come from CHs rather than metered conversions. |
| ** All of the {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H|label=Fuujin}} follow-ups besides {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H S|label=Fuujin~{{clr|3|S}}}} are reactable, punishable, or both. Additionally, Fuujin with no cancel is -8 on block. As such, even though the cancels can be delayed quite a lot, you can contest Anji attmepting to not cancel in order to steal a turn. | | ** All of the {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H|label=Fuujin}} follow-ups besides {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H S|label=Fuujin~{{clr|S|S}}}} are reactable, punishable, or both. Additionally, Fuujin with no cancel is -8 on block. As such, even though the cancels can be delayed quite a lot, you can contest Anji attempting to not cancel in order to steal a turn. |
| *** {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H P|label=Fuujin~{{clr|1|P}}}} is reaction punishable with a rising air button, {{clr|5|j.D}} is the easiest option with Zato and results in a full combo. At +7 on block it generally must be respected on block unless Anji is spaced outside of {{clr|2|K}} normal range, at this distance you can contest moves like {{clr|3|f.S}} though it does carry some risk. | | *** {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H P|label=Fuujin~{{clr|P|P}}}} is reaction punishable with a rising air button, {{clr|D|j.D}} is the easiest option with Zato and results in a full combo. At +7 on block it generally must be respected on block unless Anji is spaced outside of {{clr|K|K}} normal range, at this distance you can contest moves like {{clr|S|f.S}} though it does carry some risk. |
| *** {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H K|label=Fuujin~{{clr|2|K}}}} is hard to react in time to outright punish, but all of Anji's options afterwards are easily interruptible. The most common are throw, {{clr|3|c.S}}, backdash, and jump. Jump > {{clr|5|j.D}} will either punish these or safely move you out of the corner. It's also good to mix in jump, throw, and mash on reaction as there is different risk reward to all of these options. | | *** {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H K|label=Fuujin~{{clr|K|K}}}} is hard to react in time to outright punish, but all of Anji's options afterwards are easily interruptible. The most common are throw, {{clr|S|c.S}}, backdash, and jump. Jump > {{clr|D|j.D}} will either punish these or safely move you out of the corner. It's also good to mix in jump, throw, and mash on reaction as there is different risk reward to all of these options. |
| *** {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H S|label=Fuujin~{{clr|3|S}}}} is Anji's only safe Fuujin follow-up, however at -7 it's generally the end of his turn. It is a low with solid reward on hit, so respect this move and look for his other options. Depending on spacing {{clr|3|2S}}, {{clr|4|5H}}, {{clr|5|2D}} and various Eddie summons can be useful for taking your turn, watch for Anji trying to backdash or jump to steal a turn back and be ready to punish or counterpoke. | | *** {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H S|label=Fuujin~{{clr|S|S}}}} is Anji's only safe Fuujin follow-up, however at -7 it's generally the end of his turn. It is a low with solid reward on hit, so respect this move and look for his other options. Depending on spacing {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|2D}} and various Eddie summons can be useful for taking your turn, watch for Anji trying to backdash or jump to steal a turn back and be ready to punish or counterpoke. |
| *** {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H H|label=Fuujin~{{clr|4|H}}}} is a semi-reactable and unsafe overhead. If you can reliably react to it, Anji's offense is much weaker. However, having four Fuujin followups, plus early cancels, and charged fuujin makes reacting to it consistently very difficult. At -9 it is unsafe on block and can generally be {{clr|2|2K}} > {{clr|5|2D}} punished if used without meter. The reward on hit with no meter is very low so generally smart Anji players will tend to only use it when they have meter or a read that you won't block high. | | *** {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H H|label=Fuujin~{{clr|H|H}}}} is a semi-reactable and unsafe overhead. If you can reliably react to it, Anji's offense is much weaker. However, having four Fuujin followups, plus early cancels, and charged fuujin makes reacting to it consistently very difficult. At -9 it is unsafe on block and can generally be {{clr|K|2K}} > {{clr|D|2D}} punished if used without meter. The reward on hit with no meter is very low so generally smart Anji players will tend to only use it when they have meter or a read that you won't block high. |
| ** {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Shitsu}} aka butterfly is a blockstring an oki tool. If used in blockstrings or mistimed on oki it can be reflected with {{clr|3|214S}}. | | ** {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Shitsu}} aka butterfly is a blockstring an oki tool. If used in blockstrings or mistimed on oki it can be reflected with {{clr|S|214S}}. |
| ** {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236K|label={{clr|2|236K}}}} aka "Spin" is used in pressure to beat counterpokes but can be reacted to with throw or dash throw to punish. | | ** {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236K|label={{clr|K|236K}}}} aka "Spin" is used in pressure to beat counterpokes but can be reacted to with throw or dash throw to punish. |
| ** Overall it's best to wait and react to Anji's options, look for no cancel or a dash indicating a throw attempt and react with appropriate counterplay. This is one of few matchups where Zato's lack of defensive options doesn't feel so bad. | | ** Overall it's best to wait and react to Anji's options, look for no cancel or a dash indicating a throw attempt and react with appropriate counterplay. This is one of few matchups where Zato's lack of defensive options doesn't feel so bad. |
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| | ===Neutral=== |
| | ---- |
| * Zato's Neutral is strong in this MU. Anji is not very fast and lacks very long range moves to stop your from using Eddie. | | * Zato's Neutral is strong in this MU. Anji is not very fast and lacks very long range moves to stop your from using Eddie. |
| ** Spin is strong vs many of Zato's normals as they have generally long recover, however Spin doesn't do much vs Projectiles. As {{clr|4|22H}} and Eddie are considered projectiles they are very strong in neutral vs Anji. Even if he successfully spins either of these you can use an active move such as {{clr|4|22H}}, {{clr|4|5H}}, or {{clr|2|236K}} to force Anji to block once he leaves the spin invulnerability. | | ** Spin is strong vs many of Zato's normals as they have generally long recover, however Spin doesn't do much vs Projectiles. As {{clr|H|22H}} and Eddie are considered projectiles they are very strong in neutral vs Anji. Even if he successfully spins either of these you can use an active move such as {{clr|H|22H}}, {{clr|H|5H}}, or {{clr|K|236K}} to force Anji to block once he leaves the spin invulnerability. |
| ** Anji has a high jump arc, a large {{clr|4|j.H}}, and a long airdash. As such it can be hard to consistently anti-air him with {{clr|1|6P}}. The most consistent AA options vs Anji is {{clr|1|6P}} vs IAD and Air Throw vs jump / superjump > airdash. | | ** Anji has a high jump arc, a large {{clr|H|j.H}}, and a long airdash. As such it can be hard to consistently anti-air him with {{clr|P|6P}}. The most consistent AA options vs Anji is {{clr|P|6P}} vs IAD and Air Throw vs jump / superjump > airdash. |
| ** At midrange Anji's buttons have a good ratio of speed to range and can be hard for Zato to contest. It's important to remember that blocking Anji isn't very scary and many of his pokes are low reward on normal hit. As such it's best to play carefully and patiently at this range and favor blocking and movement over counterpoking. | | ** At midrange Anji's buttons have a good ratio of speed to range and can be hard for Zato to contest. It's important to remember that blocking Anji isn't very scary and many of his pokes are low reward on normal hit. As such it's best to play carefully and patiently at this range and favor blocking and movement over counterpoking. |
| ** Anji has no fullscreen options making summoning Eddie very safe and easy, exploit this to control space and the pace of the match. | | ** Anji has no fullscreen options making summoning Eddie very safe and easy, exploit this to control space and the pace of the match. |
| ** {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236S|label=Kou}} is a solid anti-air hampered by it's slow startup and long recovery on whiff. If you can bait an Anji into whiffing Kou using neutral jumps or other tricky movement you can punish with {{clr|5|j.D}}, Air Throw, or even {{clr|4|2H}}. | | ** {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236S|label=Kou}} is a solid anti-air hampered by it's slow startup and long recovery on whiff. If you can bait an Anji into whiffing Kou using neutral jumps or other tricky movement you can punish with {{clr|D|j.D}}, Air Throw, or even {{clr|H|2H}}. |
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| | ===Offense=== |
| | ---- |
| * Defensively Anji is not particularly threating for Zato. | | * Defensively Anji is not particularly threating for Zato. |
| ** His 5f {{clr|1|2P}} is one of a few that rivals Zato's 5f button in terms of range, and has good reward on CH. | | ** His 5f {{clr|P|2P}} is one of a few that rivals Zato's 5f button in terms of range, and has good reward on CH. |
| ** Spin is decent defensively in spaced pressure scenarios, but baiting it out is rewarded with a throw punish, and Eddie mostly invalidates it as an option when he is avaiable. | | ** Spin is decent defensively in spaced pressure scenarios, but baiting it out is rewarded with a throw punish, and Eddie mostly invalidates it as an option when he is avaiable. |
| ** His only reversal {{MiniMoveCard|game=GGST|chara=Anji Mito|input=632146S|label={{clr|3|632146S}}}} is a parry that can even parry projectiles, but loses invulnerability after the attack goes off on parrying a projectile. It can be punished with a PRC. Additionally as it is his only reversal and it loses to throws, going for throws on oki and pressure situations is less risky than against most characters. Note that the parry does beat Safejumps. | | ** His only reversal {{MiniMoveCard|game=GGST|chara=Anji Mito|input=632146S|label={{clr|S|632146S}}}} is a parry that can even parry projectiles, but loses invulnerability after the attack goes off on parrying a projectile. It can be punished with a PRC. Additionally as it is his only reversal and it loses to throws, going for throws on oki and pressure situations is less risky than against most characters. Note that the parry does beat Safejumps. |
| | |
| | ==Asuka R== |
| | {{MatchupSummaryBox |
| | | character = Asuka R |
| | | oneliner = |
| | | favorability = |
| | | summary = |
| | }} |
| | |
| | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! Asuka's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | ||| || || || |
| | |- |
| | ||| || || || |
| | |- |
| | ||| || || || |
| | |- |
| | ||| || || || |
| | |} |
| | |
| | ===Neutral=== |
| | ---- |
| | |
| | ===Offense=== |
| | ---- |
| | |
| | ===Defense=== |
| | ---- |
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| === {{Character Label|GGST|Axl Low|label=Axl Low}} === | | ==Axl Low== |
| | {{MatchupSummaryBox |
| | | character = Axl Low |
| | | favorability = Favorability Goes Here |
| | | oneliner = |
| | | summary = |
| * Axl's zoning makes the use of Eddie in neutral a near non-factor. Patient dashblocks and flying high above the range of his anti-airs will reward you heavily once you make it in, as Axl is particularly weak at dealing with Zato's pressure. | | * Axl's zoning makes the use of Eddie in neutral a near non-factor. Patient dashblocks and flying high above the range of his anti-airs will reward you heavily once you make it in, as Axl is particularly weak at dealing with Zato's pressure. |
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| * Cancelling jD into a PRC will allow you to launch yourself across the screen using its momentum and get in over a gap in Axl's zoning. Additionally, cancelling jD fast PRC into jH will work well as a fullscreen punish into a knockdown to get Eddie pressure started. | | * Cancelling jD into a PRC will allow you to launch yourself across the screen using its momentum and get in over a gap in Axl's zoning. Additionally, cancelling jD fast PRC into jH will work well as a fullscreen punish into a knockdown to get Eddie pressure started. |
| | |
| | * Use jD to call out the opponent axl's jS and rainwater attempts, this is a very committal so don't use it too predictably. |
| | }} |
| | |
| | |
| | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! Axl's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | |{{MMC|game=GGST|chara=Axl Low|input=2P|label={{clr|P|2P}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Axl Low|input=5P|label={{clr|P|5P}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Axl Low|input=6P|label={{clr|P|6P}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Axl Low|input=f.S|label={{clr|S|f.S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Axl Low|input=2H|label={{clr|H|2H}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Axl Low|input=214S|label={{clr|S|214S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Axl Low|input=214H|label={{clr|H|214H}}}} || || || || |
| | |- |
| | |IADB {{MMC|game=GGST|chara=Axl Low|input=j.S|label={{clr|S|j.S}}}} || || || || |
| | |} |
| | ===Notable Interactions=== |
| | ---- |
| | |
| | ===Neutral=== |
| | ---- |
| | |
| | ===Offense=== |
| | ---- |
| | |
| | ===Defense=== |
| | ---- |
| | |
| | |
| | |
| | ==Baiken== |
| | {{MatchupSummaryBox |
| | | character = Baiken |
| | | favorability = Favorability Goes Here |
| | | oneliner = |
| | | summary = |
| | * {{MiniMoveCard|game=GGST|chara=Baiken|input=236K|label=Ground Tatami}} is slightly minus on block, despite appearances. There is also a significant gap between the two hits on the ground that can be punished with a moderately fast move such as {{clr|S|f.S}} or {{clr|H|5H}}. You can take advantage of this if you make the first hit of Tatami whiff by FDing. Most two hit strings into Tatami, such as {{clr|S|c.S}} > {{clr|S|f.S}} or {{clr|K|2K}} > {{clr|D|2D}}, can be FD'd to force the first hit to whiff, giving you the chance to mash or jump out. |
| | |
| | }} |
| | |
| | |
| | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! Baiken's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | |{{MMC|game=GGST|chara=Baiken|input=6P|label={{clr|P|6P}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Baiken|input=f.S|label={{clr|S|f.S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Baiken|input=2S|label={{clr|S|2S}}}} || || || || |
| | |- |
| | |Walk Back {{MMC|game=GGST|chara=Baiken|input=2H|label={{clr|H|2H}}}} || || || || |
| | |- |
| | |Neutral Jump {{MMC|game=GGST|chara=Baiken|input=j.S|label={{clr|S|j.S}}}} || || || || |
| | |} |
| | ===Notable Interactions=== |
| | ---- |
| | |
| | ===Neutral=== |
| | ---- |
| | |
| | ===Offense=== |
| | ---- |
| | |
| | ===Defense=== |
| | ---- |
| | |
| | ==Bedman== |
| | {{MatchupSummaryBox |
| | | character = Bedman |
| | | oneliner = |
| | | favorability = |
| | | summary = |
| | }} |
| | |
| | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! Bedman's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | | || || || || |
| | |} |
| | |
| | ===Neutral=== |
| | ---- |
| | |
| | ===Offense=== |
| | ---- |
| | |
| | ===Defense=== |
| | ---- |
| | |
| | ==Bridget== |
| | {{MatchupSummaryBox |
| | | character = Bridget |
| | | favorability = Favorability Goes Here |
| | | oneliner = |
| | | summary = |
| | Short Summary Goes Here. |
| | }} |
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| === {{Character Label|GGST|Baiken|label=Baiken}} === | | ===Round Start=== |
| * 4{{clr|1|P}}+{{clr|2|K}} OS is a fairly safe way of dealing with Baiken's {{MiniMoveCard|game=GGST|chara=Baiken|input=41236H|label=H Karbari}} RPS. If she goes for the same side option, or no cancel you will simply stand FD. If she goes for the delayed option you will 6P the crossup and punish.
| | ---- |
| * {{MiniMoveCard|game=GGST|chara=Baiken|input=236K|label=Ground Tatami}} is slightly minus on block, despite appearances. There is also a significant gap between the two hits on the ground that can be punished with a moderately fast move such as {{clr|3|f.S}} or {{clr|4|5H}}. You can take advantage of this if you make the first hit of Tatami whiff by FDing. Most two hit strings into Tatami, such as {{clr|3|c.S}} > {{clr|3|f.S}} or {{clr|2|2K}} > {{clr|5|2D}}, can be FD'd to force the first hit to whiff, giving you the chance to mash or jump out.
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| * {{MiniMoveCard|game=GGST|chara=Baiken|input=j.236S|label=Youzansen}} is always negative on block, making it punishable if done rising and negative but generally safe if done falling.
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! Bridget's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | | || || || || |
| | |} |
| | ===Notable Interactions=== |
| | ---- |
|
| |
|
| === {{Character Label|GGST|Chipp Zanuff|label=Chipp Zanuff}} === | | ===Neutral=== |
| | ---- |
| | |
| | ===Offense=== |
| | ---- |
| | |
| | ===Defense=== |
| | ---- |
| | |
| | |
| | |
| | ==Chipp Zanuff== |
| | {{MatchupSummaryBox |
| | | character = Chipp Zanuff |
| | | favorability = Favorability Goes Here |
| | | oneliner = |
| | | summary = |
| * Chipp is one of Zato's hardest opponents due to his extremely strong mobility making it hard to pin him down in neutral. However, even once you've managed to do so, his fast slashes and array of tricky special moves can cause problems for Zato's slow and vulnerable pokes in the close range. Even on defense, his fast buttons and reversal options force Zato to always be wary. | | * Chipp is one of Zato's hardest opponents due to his extremely strong mobility making it hard to pin him down in neutral. However, even once you've managed to do so, his fast slashes and array of tricky special moves can cause problems for Zato's slow and vulnerable pokes in the close range. Even on defense, his fast buttons and reversal options force Zato to always be wary. |
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| * Be careful when you decide to use 22H as Chipp wants to be in the air most of the time, and can punish 22H attempts with jump ins when used carelessly. | | * Be careful when you decide to use 22H as Chipp wants to be in the air most of the time, and can punish 22H attempts with jump ins when used carelessly. |
| | |
| | }} |
| | |
| | |
| | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! Chipp's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | |{{MMC|game=GGST|chara=Chipp Zanuff|input=6P|label={{clr|P|6P}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Chipp Zanuff|input=f.S|label={{clr|S|f.S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Chipp Zanuff|input=2S|label={{clr|S|2S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Chipp Zanuff|input=2D|label={{clr|D|2D}}}} || || || || |
| | |- |
| | |IAD {{MMC|game=GGST|chara=Chipp Zanuff|input=j.H|label={{clr|H|j.H}}}} || || || || |
| | |} |
| | |
| | ===Notable Interactions=== |
| | ---- |
| | |
| | ===Neutral=== |
| | ---- |
| | |
| | ===Offense=== |
| | ---- |
| | |
| | ===Defense=== |
| | ---- |
| | |
|
| |
|
|
| |
|
| === {{Character Label|GGST|Faust|label=Faust}} === | | ==Elphelt Valentine== |
| | {{MatchupSummaryBox |
| | | character = Elphelt Valentine |
| | | favorability = |
| | | oneliner = |
| | | summary = |
| | }} |
| | |
| | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! Elphelt's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | ||| || || || |
| | |- |
| | ||| || || || |
| | |- |
| | ||| || || || |
| | |- |
| | ||| || || || |
| | |} |
| | |
| | ===Neutral=== |
| | ---- |
| | |
| | ===Offense=== |
| | ---- |
| | |
| | ===Defense=== |
| | ---- |
| | |
| | ==Faust== |
| | {{MatchupSummaryBox |
| | | character = Faust |
| | | favorability = {{clr|5|Slight Disadvantage}} |
| | | oneliner = Don't let Faust feed Eddie any tendies. |
| | | summary = |
| A slightly disadvantageous matchup for Zato. Faust's items make Eddie neutral difficult and Zato's options to interact with the items are weaker than most of the cast. Additionally, Faust's ability to run away is strong vs Zato's overall slow movement. | | A slightly disadvantageous matchup for Zato. Faust's items make Eddie neutral difficult and Zato's options to interact with the items are weaker than most of the cast. Additionally, Faust's ability to run away is strong vs Zato's overall slow movement. |
|
| |
|
| | |
| | }} |
| | |
| | |
| | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! Faust's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | |{{MMC|game=GGST|chara=Faust|input=2P|label={{clr|P|2P}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Faust|input=6P|label={{clr|P|6P}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Faust|input=5K|label={{clr|K|5K}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Faust|input=f.S|label={{clr|S|f.S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Faust|input=2H|label={{clr|H|2H}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Faust|input=j.2K|label={{clr|K|j.2K}}}} || || || || |
| | |} |
| | |
| | Faust's {{MiniMoveCard|game=GGST|chara=Faust|input=2P|label={{clr|P|2P}}}} is generally a very strong round start option due to it low profiling, hitting low to the ground, and starting up in 7 frames. Although he doesn't get much damage off of a hit, it prevents many high-damage round starts and creates space to reset to neutral. Zato can counter with {{clr|K|2K}} and gatling into {{clr|D|2D}} to score a hard knockdown, immediately granting strong pressure with full Eddie gauge. This greatly tips the risk/reward for this button in your favor, forcing him to use other less safe options. |
| | |
| | ===Dealing With Items=== |
| | ---- |
| | {{MiniMoveCard|game=GGST|chara=Faust|input=236P|label=What Could This Be?}} is a core part of Faust's game-plan, serving many purposes from giving him mix opportunities to allowing him to extend combos to interrupting opponent pressure or combos. Keeping track of which items are on the field, where they are, and how long they have until they become active or disappear is especially important for Zato, since even the smallest tap from any of them risks you having to go back through neutral or Faust's pressure without Eddie. |
| | |
| | If Faust is sticking to more of a zoner playstyle in neutral, {{MiniMoveCard|game=GGST|chara=Zato|input=214S|label=Drunkard Shade}} can sometimes be used to avoid the "no-man's land" of items in the middle of the screen and get Eddie towards Faust. However, be aware that depending on how far away you are and what items are on screen, Eddie often gets sent directly into items and immediately dies. Waiting for less threatening items, advancing Eddie forward manually, and using Drunkard Shade can sometimes allow you to put Faust into blockstun and approach him from fullscreen. |
| | |
| | <big>'''Possible Items'''</big> |
| | <tabber> |
| | Bomb = |
| | {{TheoryBox |
| | | Title = {{MiniMoveCard|game=GGST|chara=Faust|input=236P Bomb}} |
| | | Oneliner = To tennis or not to tennis, that is the question |
| | | Difficulty = |
| | | Video = GGST_Faust_Bomb.png |
| | | Recipe = |
| | | content = |
| | A moderately difficult option to deal with, depending on what else is occurring on screen. Learning the range and timing of the bomb is important since it can also hit Faust, which will sometimes work in your favor. Trying to grab is a strong option when the bomb is close to exploding, as the throw animation will give you (or Faust) invulnerability that prevents you from getting hit by the explosion. Oppose and Break the Law are also good options depending on the circumstance, as both can allow you to avoid the bomb while remaining plus if Faust blocks it or gets hit. If the bomb lands midscreen, you can use attempt to use Eddie's attacks to hit it from further away without risking a Counter Hit. |
| | |
| | During Faust's own pressure, he may have to prematurely end a blockstring or combo in order to prevent getting hit. These moments offer you the chance to potentially escape his pressure, take your turn back, or pick up a combo if he fails to block the bomb. If you are the one running pressure, you should consider using it as a mix-up opportunity (especially with Oppose or Break the Law,) a chance to unsummon Eddie, or to continue a combo. You may also be able to get away with more unsafe or unusual pressure sequences when the bomb is just about to explode, since your opponent might hope for you get hit by the bomb or might be afraid of getting hit by it themselves. |
| | }} |
| | |-| |
| | 100T Weight = |
| | {{TheoryBox |
| | | Title = {{MiniMoveCard|game=GGST|chara=Faust|input=236P 100T Weight}} |
| | | Oneliner = |
| | | Difficulty = |
| | | Video = GGST_Faust_100T_Weight.png |
| | | Recipe = |
| | | content = |
| | There are two "attacks" from this item: the weight itself has a hitbox and will do damage on contact, and upon hitting the ground an "earthquake" will occur which hits all grounded opponents for 0 damage (including Faust himself.) The weight itself behaves as other attacks do with respect to Zato and Eddie, but the earthquake cannot hit Eddie and also goes through Oppose. |
| | |
| | Can be difficult to deal with due it controlling a good amount of space, inflicting Guard Crush, and the earthquake hitting through Oppose. From fullscreen, your objective will often be to prevent Eddie from dying to it. However, as with Bomb, it can sometimes be better for you than it is for Faust, and isn't too hard to avoid on its own. |
| | |
| | Blocking either the weight or earthquake will put you into Guard Crush, so generally you want to avoid this. Avoiding the weight is generally more straightforward since it follows all the usual rules; for the earthquake, your standard options are jumping, backdashing, and Break the Law. Jumping allows you to block against other items quickly, while backdashing allows you to take grounded actions faster. Break the Law is invulnerable to both the weight and earthquake, and can be especially useful if there are also many other items out at once. Break the Law also allows you to attack with buttons whose recovery would otherwise be too long to avoid either the weight or earthquake. |
| | |
| | The weight is far less threatening to Faust than it it is to you, since the weight can't directly hit him and you stand to lose Eddie even if both of you are knocked down by the earthquake. Faust also usually has less to lose by taking the Guard Crush or knockdown because other items on screen can prevent you from approaching or taking advantage of the plus frames. Despite this, the earthquake can still work in your favor by giving you the advantage (as with Bomb) or by allowing you to punish Faust's evasive option. If you have Eddie out and manage to avoid the weight and earthquake, you have a very good opportunity to lock Faust into blockstun or punish his evasive action with Eddie. |
| | |
| | The trickiest part of dealing with the weight and earthquake when in neutral is keeping Eddie alive if he's summoned. His movement speed is fast enough to move out of the way if needed, but moving Zato out of the way of the weight at the same time can be tricky. Using Drunkard Shade or clap cancels to move Eddie can work, but this can be risky because you may not recover in time to block the earthquake. If Eddie avoiding the weight seems unlikely, consider unsummoning (and potentially getting knocked down) or using Oppose to protect him from the weight. |
| | }} |
| | |-| |
| | Donut and Banana (Peel) = |
| | </tabber> |
| | |
| | ===Notable Interactions=== |
| | ---- |
| | |
| | ===Neutral=== |
| | ---- |
| | |
| | * {{MiniMoveCard|game=GGST|chara=Faust|input=41236K|label=Thrust}} can be {{clr|P|6P}}'d on reaction, and when well-timed can counter both uncharged and charged Thrust at the same time. Faust can get very high damage off this move if it hits, but consistently countering it will give you a hard knockdown from fullscreen, allowing you time to get in closer and summon Eddie. If you can get Faust to Thrust into Oppose, you can usually counter-hit his extended hurtbox with {{clr|H|5H}} for a full combo. |
| | |
| | ===Offense=== |
| | ---- |
| | |
| | ===Defense=== |
| | ---- |
| * Defense against Faust is fairly straightforward. He is essentially a strike throw character with a scary command grab and solid stagger options. | | * Defense against Faust is fairly straightforward. He is essentially a strike throw character with a scary command grab and solid stagger options. |
| ** {{MiniMoveCard|game=GGST|chara=Faust|input=2K|label={{clr|2|2K}}}} is the primary button to watch out for strike / throw / stagger pressure on. It is -2 on block, multi-hitting, has large range, hit-confirmable into 2D for a knockdown, and can force you to block in the air even if you managed to jump out. Due to these properties it is a strong button for staggered pressure into command throw attempts. Fuzzy jump is difficult to use due to it's multi-hitting property, it's easier to watch for the lack of a cancel and attempt to jump or mash {{clr|1|5P}}. At anything further than point blank the first hit of Faust's {{clr|2|2K}} will whiff making it effectively a 10f low. As such, mash is often a better option than jump. | | ** {{MiniMoveCard|game=GGST|chara=Faust|input=2K|label={{clr|K|2K}}}} is the primary button to watch out for strike / throw / stagger pressure on. It is -2 on block, multi-hitting, has large range, hit-confirmable into 2D for a knockdown, and can force you to block in the air even if you managed to jump out. Due to these properties it is a strong button for staggered pressure into command throw attempts. Fuzzy jump is difficult to use due to it's multi-hitting property, it's easier to watch for the lack of a cancel and attempt to jump or mash {{clr|P|5P}}. At anything further than point blank the first hit of Faust's {{clr|K|2K}} will whiff making it effectively a 10f low. As such, mash is often a better option than jump. |
| ** (Write About Command Throw here) | | ** (Write About Command Throw here) |
|
| |
|
| === {{Character Label|GGST|Giovanna|label=Giovanna}} === | | ==Giovanna== |
| * WIP
| | {{MatchupSummaryBox |
| | | character = Giovanna |
| | | favorability = Favorability Goes Here |
| | | oneliner = |
| | | summary = |
| | Short Summary Goes Here. |
| | }} |
| | |
| | |
| | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! Giovanna's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | |{{MMC|game=GGST|chara=Giovanna|input=6P|label={{clr|P|6P}}}} || || || || |
| | |- |
| | |66 {{MMC|game=GGST|chara=Giovanna|input=5K|label={{clr|K|5K}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Giovanna|input=2S|label={{clr|S|2S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Giovanna|input=5H|label={{clr|H|5H}}}} || || || || |
| | |} |
| | ===Notable Interactions=== |
| | ---- |
| | |
| | ===Neutral=== |
| | ---- |
|
| |
|
| | ===Offense=== |
| | ---- |
|
| |
|
| === {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} === | | ===Defense=== |
| * WIP
| | ---- |
|
| |
|
|
| |
|
| === {{Character Label|GGST|Happy Chaos|label=Happy Chaos}} ===
| |
|
| |
|
| | ==Goldlewis Dickinson== |
| | {{MatchupSummaryBox |
| | | character = Goldlewis Dickinson |
| | | favorability = Favorable |
| | | oneliner = |
| | | summary = |
| | Short Summary Goes Here. |
| | }} |
| | |
| | |
| | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! Goldlewis's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | |{{MMC|game=GGST|chara=Goldlewis Dickinson|input=6P|label={{clr|P|6P}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Goldlewis Dickinson|input=5K|label={{clr|K|5K}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Goldlewis Dickinson|input=f.S|label={{clr|S|f.S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Goldlewis Dickinson|input=69874H|label={{clr|H|684H}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Goldlewis Dickinson|input=j.D|label={{clr|D|j.D}}}} || || || || |
| | |} |
| | ===Notable Interactions=== |
| | ---- |
| | |
| | ===Neutral=== |
| | ---- |
| | |
| | ===Offense=== |
| | ---- |
| | |
| | ===Defense=== |
| | ---- |
| | |
| | |
| | |
| | ==Happy Chaos== |
| | {{MatchupSummaryBox |
| | | character = Happy Chaos |
| | | favorability = Favorability Goes Here |
| | | oneliner = |
| | | summary = |
| * This MU is played similar to Axl. You cannot summon Eddie much from range as Happy Chaos can Shoot you very easily for doing so, and Oppose does not armor the gun shots. | | * This MU is played similar to Axl. You cannot summon Eddie much from range as Happy Chaos can Shoot you very easily for doing so, and Oppose does not armor the gun shots. |
|
| |
|
| * To approach HC doing Steady Aim zoning your best option is dash block, you can gain ground between each shot. Zato's air movement is too slow to be of use here. | | * To approach HC doing Steady Aim zoning your best option is dash block, you can gain ground between each shot. Zato's air movement is too slow to be of use here. |
| | }} |
| | |
|
| |
|
| | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! Happy Chaos's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | |{{MMC|game=GGST|chara=Happy Chaos|input=6P|label={{clr|P|6P}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Happy Chaos|input=5K|label={{clr|K|5K}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Happy Chaos|input=2K|label={{clr|K|2K}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Happy Chaos|input=f.S|label={{clr|S|f.S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Happy Chaos|input=2S|label={{clr|S|2S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Happy Chaos|input=6S|label={{clr|S|6S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Happy Chaos|input=2D|label={{clr|D|2D}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Happy Chaos|input=236P|label={{clr|P|236P}}}} || || || || |
| | |} |
| | |
| | ===Notable Interactions=== |
| | ---- |
| | |
| | ===Neutral=== |
| | ---- |
| * Zato has a couple of unique neutral options against HC: | | * Zato has a couple of unique neutral options against HC: |
| ** Amorphous between Steady Aim shots is safe and can effectively win neutral for you. You can be punished for the super but if they choose to do so they get hit by Amorphous. | | ** Amorphous between Steady Aim shots is safe and can effectively win neutral for you. You can be punished for the super but if they choose to do so they get hit by Amorphous. |
| ** If you manage to raw summon Eddie you can BTL and move Eddie forward to attack HC while he is trying to zone. He has to exit Steady Aim to be able to attack Eddie and you cannot be shot in BTL. | | ** If you manage to raw summon Eddie you can BTL and move Eddie forward to attack HC while he is trying to zone. He has to exit Steady Aim to be able to attack Eddie and you cannot be shot in BTL. |
|
| |
|
| | ===Offense=== |
| | ---- |
| | |
| | ===Defense=== |
| | ---- |
| * Defense against HC is very difficult for Zato, it's easy to be locked down. There are a couple of things to think about | | * Defense against HC is very difficult for Zato, it's easy to be locked down. There are a couple of things to think about |
| ** FDing can space HC outside range to 5D as it has very limited range removing the threat of an overhead. FD will also make HC have to dash up to attempt a throw which gives you a better chance to jump, mash, or backdash out. | | ** FDing can space HC outside range to 5D as it has very limited range removing the threat of an overhead. FD will also make HC have to dash up to attempt a throw which gives you a better chance to jump, mash, or backdash out. |
Line 109: |
Line 553: |
|
| |
|
|
| |
|
| === {{Character Label|GGST|I-No|label=I-No}} ===
| |
| * WIP
| |
|
| |
|
| | ==I-No== |
| | {{MatchupSummaryBox |
| | | character = I-No |
| | | favorability = Favorability Goes Here |
| | | oneliner = |
| | | summary = |
| | Short Summary Goes Here. |
| | }} |
| | |
| | |
| | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! I-No's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | |{{MMC|game=GGST|chara=I-No|input=6P|label={{clr|P|6P}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=I-No|input=f.S|label={{clr|S|f.S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=I-No|input=2H|label={{clr|H|2H}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=I-No|input=236S|label={{clr|S|236S}}}} || || || || |
| | |- |
| | |66 {{MMC|game=GGST|chara=I-No|input=j.S|label={{clr|S|j.S}}}} / {{MMC|game=GGST|chara=I-No|input=j.H|label={{clr|H|j.H}}}} || || || || |
| | |} |
| | |
| | ===Notable Interactions=== |
| | ---- |
| | |
| | ===Neutral=== |
| | ---- |
| | |
| | ===Offense=== |
| | ---- |
| | |
| | ===Defense=== |
| | ---- |
| | |
| | |
| | |
| | ==Jack-O== |
| | {{MatchupSummaryBox |
| | | character = Jack-O |
| | | favorability = Favorability Goes Here |
| | | oneliner = |
| | | summary = |
| | Short Summary Goes Here. |
| | }} |
| | |
| | |
| | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! Jack-O's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | |{{MMC|game=GGST|chara=Jack-O|input=6P|label={{clr|P|6P}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Jack-O|input=f.S|label={{clr|S|f.S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Jack-O|input=5H|label={{clr|H|5H}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Jack-O|input=2D|label={{clr|D|2D}}}} || || || || |
| | |} |
| | |
| | ===Notable Interactions=== |
| | ---- |
| | |
| | ===Neutral=== |
| | ---- |
| | |
| | ===Offense=== |
| | ---- |
| | |
| | ===Defense=== |
| | ---- |
|
| |
|
| === {{Character Label|GGST|Jack-O'|label=Jack-O'}} ===
| |
| * WIP
| |
|
| |
|
|
| |
|
| === {{Character Label|GGST|Ky Kiske|label=Ky Kiske}} === | | ==Johnny== |
| * Invite Hell ({{clr|4|22H}}) is -7 on block, so in some strings like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|4|22H}} Ky can punish with Stun Dipper. However, at such close range the second hit of Stun Dipper will not combo into the first, so Ky must have meter to get an actual punish. | | {{MatchupSummaryBox |
| | | character = Johnny |
| | | favorability = |
| | | oneliner = |
| | | summary = |
| | }} |
| | |
| | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! Johnny's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | ||| || || || |
| | |- |
| | ||| || || || |
| | |- |
| | ||| || || || |
| | |- |
| | ||| || || || |
| | |} |
| | |
| | ===Neutral=== |
| | ---- |
| | |
| | ===Offense=== |
| | ---- |
| | |
| | ===Defense=== |
| | ---- |
| | |
| | ==Ky Kiske== |
| | {{MatchupSummaryBox |
| | | character = Ky Kiske |
| | | favorability = Favorability Goes Here |
| | | oneliner = |
| | | summary = |
| | * Invite Hell ({{clr|H|22H}}) is -7 on block, so in some strings like {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|22H}} Ky can punish with Stun Dipper. However, at such close range the second hit of Stun Dipper will not combo into the first, so Ky must have meter to get an actual punish. |
| | }} |
|
| |
|
|
| |
|
| === {{Character Label|GGST|Leo Whitefang|label=Leo Whitefang}} === | | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! Ky's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | |{{MMC|game=GGST|chara=Ky Kiske|input=6P|label={{clr|P|6P}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Ky Kiske|input=f.S|label={{clr|S|f.S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Ky Kiske|input=2S|label={{clr|S|2S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Ky Kiske|input=2D|label={{clr|D|2D}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Ky Kiske|input=236K|label={{clr|K|236K}}}} || || || || |
| | |} |
| | |
| | ===Notable Interactions=== |
| | ---- |
| | |
| | ===Neutral=== |
| | ---- |
| | |
| | ===Offense=== |
| | ---- |
| | |
| | ===Defense=== |
| | ---- |
| | |
| | |
| | |
| | ==Leo Whitefang== |
| | {{MatchupSummaryBox |
| | | character = Leo Whitefang |
| | | favorability = Favorability Goes Here |
| | | oneliner = |
| | | summary = |
| * Both the S and H version of Leo's Gravierte Würde projectile can be reflected with Drunkard Shade (214S), the S version doesn't travel very far once reflected so it is not useful to reflect. The H version, however, should be reflected to prevent being placed in a blockstring for free. | | * Both the S and H version of Leo's Gravierte Würde projectile can be reflected with Drunkard Shade (214S), the S version doesn't travel very far once reflected so it is not useful to reflect. The H version, however, should be reflected to prevent being placed in a blockstring for free. |
| ** S Gravierte Wurde is one of the best tools in the game for shutting down Eddie neutral, your only option with Eddie is to -H- the fireball than DS -P- or -S- to lock Leo down. This won't result in a punish but can frametrap any jump or mash attempt. | | ** S Gravierte Wurde is one of the best tools in the game for shutting down Eddie neutral, your only option with Eddie is to -H- the fireball than DS -P- or -S- to lock Leo down. This won't result in a punish but can frametrap any jump or mash attempt. |
| * Many of Leo's best neutral tools lose to {{clr|1|6P}}. This includes {{clr|2|5K}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|5|2D}}, and even {{clr|3|5H}} will lose in it's first few frames of startup | | * Many of Leo's best neutral tools lose to {{clr|P|6P}}. This includes {{clr|K|5K}}, {{clr|K|6K}}, {{clr|S|f.S}}, {{clr|D|2D}}, and even {{clr|H|5H}} will lose in it's first few frames of startup |
| * Invite Hell is very strong vs aggressive Leo neutral, his IAD is slow and his buttons have limited enough range that even blocking {{clr|4|22H}} at close range he is not in a favorable position to RPS. | | * Invite Hell is very strong vs aggressive Leo neutral, his IAD is slow and his buttons have limited enough range that even blocking {{clr|H|22H}} at close range he is not in a favorable position to RPS. |
| | }} |
|
| |
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| |
|
| === {{Character Label|GGST|May|label=May}} === | | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! Leo's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | |{{MMC|game=GGST|chara=Leo Whitefang|input=6P|label={{clr|P|6P}}}} || || || || |
| | |- |
| | |66 {{MMC|game=GGST|chara=Leo Whitefang|input=5K|label={{clr|K|5K}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Leo Whitefang|input=2K|label={{clr|K|2K}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Leo Whitefang|input=f.S|label={{clr|S|f.S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Leo Whitefang|input=2S|label={{clr|S|2S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Leo Whitefang|input=2D|label={{clr|D|2D}}}} || || || || |
| | |} |
| | ===Notable Interactions=== |
| | ---- |
| | |
| | ===Neutral=== |
| | ---- |
| | |
| | ===Offense=== |
| | ---- |
| | |
| | ===Defense=== |
| | ---- |
| | |
| | |
| | |
| | ==May== |
| | {{MatchupSummaryBox |
| | | character = May |
| | | favorability = Favorability Goes Here |
| | | oneliner = |
| | | summary = |
| * Making use of Eddie to harass May from a distance and forcing her to commit to dangerous approaches is a big deal in keeping May honest, whilst also not risking running into big counterhits. Stuff like Leap > unsummon as well as using oppose against hasty approaches are examples of this. | | * Making use of Eddie to harass May from a distance and forcing her to commit to dangerous approaches is a big deal in keeping May honest, whilst also not risking running into big counterhits. Stuff like Leap > unsummon as well as using oppose against hasty approaches are examples of this. |
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| * After a blocked S horizontal dolphin, your main options are to either jump or 2P to check a potential 2S attempt. Even if she jumps or backdashes when you use 2P, the low recovery on it allows you to block what she does afterwards. Alternativley, you can 66BRC after a blocked S horizontal dolphin to check what May is doing. If she hit 2S or another grounded button, you can punish. If she jumped, go for an anti air/air throw. | | * After a blocked S horizontal dolphin, your main options are to either jump or 2P to check a potential 2S attempt. Even if she jumps or backdashes when you use 2P, the low recovery on it allows you to block what she does afterwards. Alternativley, you can 66BRC after a blocked S horizontal dolphin to check what May is doing. If she hit 2S or another grounded button, you can punish. If she jumped, go for an anti air/air throw. |
| | }} |
| | |
| | |
| | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! May's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | |{{MMC|game=GGST|chara=May|input=6P|label={{clr|P|6P}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=May|input=5K|label={{clr|K|5K}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=May|input=2S|label={{clr|S|2S}}}} || || || || |
| | |- |
| | |IADB {{MMC|game=GGST|chara=May|input=j.H|label={{clr|H|j.H}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=May|input=[4]6S|label=Dolphin}} || || || || |
| | |} |
| | |
| | ===Notable Interactions=== |
| | ---- |
| | |
| | ===Neutral=== |
| | ---- |
| | |
| | ===Offense=== |
| | ---- |
| | |
| | ===Defense=== |
| | ---- |
| | |
| | |
| | |
| | ==Millia Rage== |
| | {{MatchupSummaryBox |
| | | character = Millia Rage |
| | | favorability = Favorability Goes Here |
| | | oneliner = |
| | | summary = |
| | * {{clr|P|214P}} on block is often cancelled into fast RC forward {{clr|K|j.K}} when Millia has meter. Hair car is 2D punishable, however if you opt for this on reaction to blocking you will be hit by the RRC {{clr|K|j.K}}. You can fuzzy mash a standing normal while holding back to block the {{clr|K|j.K}} while punishing the Hair car if it is not cancelled. {{clr|S|f.S}} is the best option. |
| | * {{clr|H|j.H}} > 66 > {{clr|H|j.H}} can only be contested with {{clr|P|5P}}. |
| | }} |
| | |
| | |
| | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! Millia's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | |{{MMC|game=GGST|chara=Millia Rage|input=6P|label={{clr|P|6P}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Millia Rage|input=5K|label={{clr|K|5K}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Millia Rage|input=f.S|label={{clr|S|f.S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Millia Rage|input=2S|label={{clr|S|2S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Millia Rage|input=2D|label={{clr|D|2D}}}} || || || || |
| | |} |
| | |
| | ===Notable Interactions=== |
| | ---- |
| | |
| | ===Neutral=== |
| | ---- |
| | |
| | ===Offense=== |
| | ---- |
| | |
| | ===Defense=== |
| | ---- |
| | |
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| === {{Character Label|GGST|Millia Rage|label=Millia Rage}} === | | ==Nagoriyuki== |
| | {{MatchupSummaryBox |
| | | character = Nagoriyuki |
| | | favorability = {{clr|1|Favorable}} |
| | | oneliner = High Blood Nago can't do much. |
| | | summary = |
| | * Nago has poor defensive options vs Eddie pressure. |
| | * At High Blood level his limited movement makes him susceptible to zoning. |
| | * One lost neutral interaction can spell the end for Zato. |
| | }} |
|
| |
|
| * {{clr|1|214P}} on block is often cancelled into fast RC forward {{clr|2|j.K}} when Millia has meter. Hair car is 2D punishable, however if you opt for this on reaction to blocking you will be hit by the RRC {{clr|2|j.K}}. You can fuzzy mash a standing normal while holding back to block the {{clr|2|j.K}} while punishing the Hair car if it is not cancelled. {{clr|3|f.S}} is the best option.
| |
| * {{clr|4|j.H}} > 66 > {{clr|4|j.H}} can only be contested with {{clr|1|5P}}.
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| |
|
| === {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}} === | | ===Overview=== |
| An advantageous MU for Zato. The name of the game fighting Nago is to force him into Blood Level 2. If you succeed in doing so while not being in pressure you have essentially won. His only way past Zato's zoning is via jumping, Clone, or Beyblade. The former is easily AA'd and the latter two options cost blood meter that Nago doesn't have access to in Blood Level 2 without activating Blood Rage. Play cautiously and reactively until he is unable to force an approach then you can lame him out with zoning. | | An advantageous MU for Zato. The name of the game fighting Nago is to force him into Blood Level 2. If you succeed in doing so while not being in pressure you have a good chance of winning. His only way past Zato's zoning is via jumping, Clone, or Beyblade. The former is easily AA'd and the latter two options cost blood meter that Nago doesn't have access to in Blood Level 2 without activating Blood Rage. Play cautiously and reactively until he is unable to force an approach then you can lame him out with zoning. |
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| |
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| * Punishing {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=BR Activation|label=Blood Rage Activation}}: | | * Punishing {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=BR Activation|label=Blood Rage Activation}}: |
| ** Use Damned Fang ({{clr|3|623S}}) to punish Nago activating from a distance. The long animation that plays on connect does not freeze Blood Rage's HP drain, leading to a very high damage punish. | | ** Use Damned Fang ({{clr|S|623S}}) to punish Nago activating from a distance. The long animation that plays on connect does not freeze Blood Rage's HP drain, leading to a very high damage punish. |
| ** If you block the activation your options are weaker as he is only -7. {{clr|2|2K}} > {{clr|5|2D}} is good if he is close enough for {{clr|5|2D}} to connect. | | ** If you block the activation your options are weaker as he is -12. {{clr|K|2K}} > {{clr|D|2D}} is a strong punish as it leads to oki. |
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| |
|
| * {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=236S|label=Clone}} ({{clr|3|236S}}) will kill all Eddie summons except "Oppose" ({{clr|4|236H}}/{{clr|4|]H[}}) and go straight through {{clr|4|22H}}. Using Clone > {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=236K|label=Fukyo Forward}} ({{clr|2|236K}}) will essentially instantly win neutral for Nago unless you have "Oppose" already out. However, this will cost Nago a lot of Blood so if you can avoid being hit you are in a good position. | | * {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=236S|label=Clone}} ({{clr|S|236S}}) will kill all Eddie summons except "Oppose" ({{clr|H|236H}}/{{clr|H|]H[}}) and go straight through {{clr|H|22H}}. Using Clone > {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=236K|label=Fukyo Forward}} ({{clr|K|236K}}) will essentially instantly win neutral for Nago unless you have "Oppose" already out. However, this will cost Nago a lot of Blood so if you can avoid being hit you are in a good position. |
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| |
|
| * {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=214H|label=Beyblade}} ({{clr|4|214H}}) and {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=f.SS|label={{clr|3|f.SS}}}} are moves that you want to FD to avoid being put in a strike/throw mixup situation between Nago's {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=623P|label=Command Throw}} ({{clr|1|623P}}) and {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=623H|label=Shizuriyuki}} ({{clr|4|623H}}). You can sometimes react to these options with FD, sometimes you have to be predictive but FD is a low commital option so it's easy to go for. | | * {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=214H|label=Beyblade}} ({{clr|H|214H}}) and {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=f.SS|label={{clr|S|f.SS}}}} are moves that you want to FD to avoid being put in a strike/throw mixup situation between Nago's {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=623P|label=Command Throw}} ({{clr|P|623P}}) and {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=623H|label=Shizuriyuki}} ({{clr|H|623H}}). You can sometimes react to these options with FD, sometimes you have to be predictive but FD is a low committal option so it's easy to go for. Beyblade can be thrown as it is -2 on block, however you risk a special cancel into {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=623H|label={{clr|H|623H}}}} or Fukyo counterhitting you for massive damage. |
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| |
|
| * It's important to check Fukyo forward when done in neutral or off of normals, Nago is never plus in these scenarios but may try to use Fukyo forward to continue pressure. {{clr|1|5P}} is the most reliable option and least likely to get you killed if you were wrong but jump and throw can also help to deter mindless use of Fukyo. Don't be baited into pressing buttons if the Nago does {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=214K|label=Fukyo Back}} ({{clr|2|214K}}) as this is a common option to create whiff punish opportunities. | | * It's important to check Fukyo forward when done in neutral or off of normals, Nago is never plus in these scenarios but may try to use Fukyo forward to continue pressure. {{clr|P|5P}} is the most reliable option and least likely to get you killed if you were wrong but jump and throw can also help to deter mindless use of Fukyo. Don't be baited into pressing buttons if the Nago does {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=214K|label=Fukyo Back}} ({{clr|K|214K}}) as this is a common option to create whiff punish opportunities. |
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| |
|
| * Saving your meter for defense, neutral, and keeping Eddie alive is smart, consider returning to neutral and preserving meter rather than overextending your pressure. YRC, Making a mistake on offense and being punished can cost you rounds in this MU. | | * Saving your meter for defense, neutral, and keeping Eddie alive is smart, consider returning to neutral and preserving meter rather than overextending your pressure. Making a mistake on offense and being punished can cost you rounds in this MU. |
| ** YRC can save rounds of defense as long as it doesn't get blocked | | ** YRC can save rounds of defense as long as it doesn't get blocked. |
| ** {{clr|5|j.D}} > PRC > Fast Cancel {{clr|4|j.H}} is a quick way to create distance, and is difficult for Nago to chase or punish. | | ** {{clr|D|j.D}} > PRC > Fast Cancel {{clr|H|j.H}} is a quick way to create distance, and is difficult for Nago to chase or punish. |
| ** Sun Void ({{clr|3|632146S}}) is a neutral option vs Nago, as it is a super he can't clone through it and can't avoid it well either. It can be a great option if you've run out of Eddie meter. | | ** Sun Void ({{clr|S|632146S}}) is a neutral option vs Nago, as it is a super he can't clone through it and can't avoid it well either. It can be a great option if you've run out of Eddie meter. |
| ** PRC can save you if you've overcommitted in neutral and are about to be punished. | | ** PRC can save you if you've overcommitted in neutral and are about to be punished. |
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| |
|
| * Choosing when to burst is different in this MU. Most of the time you don't want to burst to avoid damage, instead aim to burst at points where Nago has, or will have, high blood level if he does not finish the combo. Nago players will sometimes choose to cash out and spend lots of blood on a combo knowing that the ender for the combo will drain the gauge. Burst at these times to send Nago fullscreen without access to his best neutral tools. | | * Choosing when to burst is different in this MU. Most of the time you don't want to burst to avoid damage, instead aim to burst at points where Nago has, or will have, high blood level if he does not finish the combo. Nago players will sometimes choose to cash out and spend lots of blood on a combo knowing that the ender for the combo will drain the gauge. Burst at these times to send Nago fullscreen without access to his best neutral tools. |
| ** Watch for use of lots of specials in a combo to know when he is building lots of blood and stop him from using {{clr|3|f.SSS}}, {{clr|4|6H}}, or Super to drain the gauge. | | ** Watch for use of lots of specials in a combo to know when he is building lots of blood and stop him from using {{clr|S|f.SSS}}, {{clr|H|6H}}, or Super to drain the gauge. |
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| |
|
| * Jumping and using flight is a risky idea in this MU. Nago has a suite of the strongest AA's in the game at a variety of ranges all of which lead to very high reward. | | * Jumping and using flight is a risky idea in this MU. Nago has a suite of the strongest AA's in the game at a variety of ranges all of which lead to very high reward. |
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| |
|
| * Nago has some of the strongest options for round start in the game, generally it's best to start defensively with walk back, down back, or backdash unless you have a hard read. | | * Matches against Nago can sometimes be determined at round start. Nago has some of the strongest options for round start in the game, generally it's best to start defensively with walk back, down back, or backdash unless you have a hard read. |
| | ** If you want to start aggressively, {{clr|S|f.S}} is a strong option as it will beat all of Nago's normals except {{clr|K|5K}} as well as Beyblade and {{clr|H|623H}}. So Nago either has to commit to a move that loses to low profile, whiff punishable {{clr|P|6P}} or spending blood gauge on Fukyo back in order to call out {{clr|S|f.S}}. |
|
| |
|
| | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! Nagoriyuki's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | |{{MMC|game=GGST|chara=Nagoriyuki|input=6P|label={{clr|P|6P}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Nagoriyuki|input=5K|label={{clr|K|5K}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Nagoriyuki|input=2S|label={{clr|S|2S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Nagoriyuki|input=214H|label={{clr|H|214H}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Nagoriyuki|input=214K|label={{clr|K|214K}}}}~6 {{MMC|game=GGST|chara=Nagoriyuki|input=214H|label={{clr|H|214H}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Nagoriyuki|input=623H|label={{clr|H|623H}}}} || || || || |
| | |} |
|
| |
|
| === {{Character Label|GGST|Potemkin|label=Potemkin}} === | | ===Notable Interactions=== |
| | : Due to the extra hitstop on Nago's {{clr|H|H}} normals, it is far easier than usual to Counter Hit or punish him after he hits Oppose. If a button like his {{clr|H|5H}} connects with Oppose at the right ranges, you can easily and safely counter with Zato's {{clr|H|5H}} for high damage. Zato can also use the "plus frames" of Nago being stuck in hitstop to take other actions, such as unsummoning or repositioning. Once one of Nago's {{clr|H|H}} normals have connected with Oppose, he only has a few options: the first is to simply do nothing. Another is to special cancel, which costs more blood and may not even save him. The last is to use RRC/super, which are both expensive and risky options. |
| | |
| | : The extra hitstop on Nago's {{clr|H|H}} normals also greatly extends the duration his attack is active if he manage to hit Eddie (oppose or not.) When trying to counterpoke him or when moving with Eddie at the same time, be careful that you don't run into an attack that is still active 20-30 frames later. |
| | ---- |
| | |
| | ===Neutral=== |
| | Your gameplan will likely look very different depending on Nago's blood level. If he has low blood, you should prioritize getting him to spend blood and not getting hit yourself. If he has high blood, you should try keep him out and prevent him from getting blood back. In both of these scenarios, Pierce is a good poke due to its range and how little risk it is for you to throw out. At low blood it can interrupt many of Nago's specials and waste his blood, while at high blood it can contest even his longest range pokes (with proper spacing/timing) and prevents him from moving in. Oppose is also good in both cases because at low blood it will again effectively waste his blood, and at high blood he will likely be using his {{clr|H|H}} normals, which have extra hitstop. That's a Lot is best used at high blood because otherwise Clone will go through it, and Leap is generally good but can be expensive. |
| | |
| | If Eddie is unavailable, {{clr|H|22H}}, {{clr|S|2S}}, and {{clr|P|6P}} are decent options to zone, but each has its own risks, especially at the tip or slightly further than {{clr|S|2S}} range since at low blood Nago can quickly approach using specials and at high blood he can punish using his long-range normals. |
| | ---- |
| | |
| | ===Offense=== |
| | ---- |
| | |
| | ===Defense=== |
| | ---- |
| | |
| | ==Potemkin== |
| | {{MatchupSummaryBox |
| | | character = Potemkin |
| | | favorability = Favorability Goes Here |
| | | oneliner = |
| | | summary = |
| * Anti airing Mega Fist can be inconsistent due to how preemptive it has to be done. Because of this, it is better to block it, or set up oppose beforehand and punish it afterwards. Blocking forward megafist ends Potemkin's turn, and allows you to start your pressure on him. | | * Anti airing Mega Fist can be inconsistent due to how preemptive it has to be done. Because of this, it is better to block it, or set up oppose beforehand and punish it afterwards. Blocking forward megafist ends Potemkin's turn, and allows you to start your pressure on him. |
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| |
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| * Be careful summoning Eddie in neutral, Slidehead will kill Eddie if Zato is hit by it and Pot also has a variety of huge buttons for counterpoking Eddie. | | * Be careful summoning Eddie in neutral, Slidehead will kill Eddie if Zato is hit by it and Pot also has a variety of huge buttons for counterpoking Eddie. |
| ** If you backdash a slidehead in neutral that is a free point to {{clr|4|214H}} Empty Summon and you cannot be punished with any of Pot's options like Slidehead or Hammerfall. | | ** If you backdash a slidehead in neutral that is a free point to {{clr|H|214H}} Empty Summon and you cannot be punished with any of Pot's options like Slidehead or Hammerfall. |
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| * If you instant block forward mega fist, you can punish with Damned Fang. | | * If you instant block forward mega fist, you can punish with Damned Fang. |
Line 185: |
Line 939: |
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| * Be aware of his Potemkin Buster usage to use back dash or jump to avoid it. | | * Be aware of his Potemkin Buster usage to use back dash or jump to avoid it. |
| | }} |
| | |
| | |
| | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! Pot's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | |{{MMC|game=GGST|chara=Potemkin|input=2P|label={{clr|P|2P}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Potemkin|input=6P|label={{clr|P|6P}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Potemkin|input=f.S|label={{clr|S|f.S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Potemkin|input=2D|label={{clr|D|2D}}}} || || || || |
| | |} |
| | |
| | ===Notable Interactions=== |
| | ---- |
| | |
| | ===Neutral=== |
| | ---- |
|
| |
|
| | ===Offense=== |
| | ---- |
|
| |
|
| === {{Character Label|GGST|Ramlethal_Valentine|label=Ramlethal}} === | | ===Defense=== |
| | ---- |
|
| |
|
| | |
| | |
| | ==Ramlethal Valentine== |
| | {{MatchupSummaryBox |
| | | character = Ramlethal Valentine |
| | | favorability = Favorability Goes Here |
| | | oneliner = |
| | | summary = |
| * Ram's primary win condition is getting you into the corner, and Zato's particularly weak defense to her pressure makes it even more important you prevent this as much as possible | | * Ram's primary win condition is getting you into the corner, and Zato's particularly weak defense to her pressure makes it even more important you prevent this as much as possible |
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Line 204: |
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| * Trying to trade pokes with Ram's enormous sword slashes is almost guaranteed to fail, so make use of 6P and 5P in scrambles instead | | * Trying to trade pokes with Ram's enormous sword slashes is almost guaranteed to fail, so make use of 6P and 5P in scrambles instead |
| | }} |
| | |
| | |
| | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! Ramlethal's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | |{{MMC|game=GGST|chara=Ramlethal Valentine|input=6P|label={{clr|P|6P}}}} || {{MMC|game=GGST|chara=Zato-1|input=6P|label={{clr|P|6P}}}}, {{MMC|game=GGST|chara=Zato-1|input=2S|label={{clr|S|2S}}}}, {{MMC|game=GGST|chara=Zato-1|input=2D|label={{clr|D|2D}}}} || {{MMC|game=GGST|chara=Zato-1|input=f.S|label={{clr|S|f.S}}}} || {{MMC|game=GGST|chara=Zato-1|input=2P|label={{clr|P|2P}}}} || |
| | |- |
| | |{{MMC|game=GGST|chara=Ramlethal Valentine|input=5K|label={{clr|K|5K}}}} || {{MMC|game=GGST|chara=Zato-1|input=2S|label={{clr|S|2S}}}} || {{MMC|game=GGST|chara=Zato-1|input=f.S|label={{clr|S|f.S}}}} || {{MMC|game=GGST|chara=Zato-1|input=2P|label={{clr|P|2P}}}} || {{MMC|game=GGST|chara=Zato-1|input=6P|label={{clr|P|6P}}}}, {{MMC|game=GGST|chara=Zato-1|input=2D|label={{clr|D|2D}}}} |
| | |- |
| | |{{MMC|game=GGST|chara=Ramlethal Valentine|input=2K|label={{clr|K|2K}}}} || || {{MMC|game=GGST|chara=Zato-1|input=2S|label={{clr|S|2S}}}} || {{MMC|game=GGST|chara=Zato-1|input=2P|label={{clr|P|2P}}}}, {{MMC|game=GGST|chara=Zato-1|input=f.S|label={{clr|S|f.S}}}}, {{MMC|game=GGST|chara=Zato-1|input=2D|label={{clr|D|2D}}}} || {{MMC|game=GGST|chara=Zato-1|input=6P|label={{clr|P|6P}}}} |
| | |- |
| | |{{MMC|game=GGST|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}} || {{MMC|game=GGST|chara=Zato-1|input=2P|label={{clr|P|2P}}}}, {{MMC|game=GGST|chara=Zato-1|input=6P|label={{clr|P|6P}}}}, {{MMC|game=GGST|chara=Zato-1|input=f.S|label={{clr|S|f.S}}}} || {{MMC|game=GGST|chara=Zato-1|input=2D|label={{clr|D|2D}}}} || {{MMC|game=GGST|chara=Zato-1|input=2S|label={{clr|S|2S}}}} || |
| | |- |
| | |{{MMC|game=GGST|chara=Ramlethal Valentine|input=2S|label={{clr|S|2S}}}} || || {{MMC|game=GGST|chara=Zato-1|input=2P|label={{clr|P|2P}}}}, {{MMC|game=GGST|chara=Zato-1|input=6P|label={{clr|P|6P}}}}, {{MMC|game=GGST|chara=Zato-1|input=2S|label={{clr|S|2S}}}} || {{MMC|game=GGST|chara=Zato-1|input=f.S|label={{clr|S|f.S}}}}, {{MMC|game=GGST|chara=Zato-1|input=2D|label={{clr|D|2D}}}} || |
| | |- |
| | |IADB {{MMC|game=GGST|chara=Ramlethal Valentine|input=j.S|label={{clr|S|j.S}}}} || {{MMC|game=GGST|chara=Zato-1|input=f.S|label={{clr|S|f.S}}}} || || || {{MMC|game=GGST|chara=Zato-1|input=2P|label={{clr|P|2P}}}}, {{MMC|game=GGST|chara=Zato-1|input=6P|label={{clr|P|6P}}}}, {{MMC|game=GGST|chara=Zato-1|input=2S|label={{clr|S|2S}}}}, {{MMC|game=GGST|chara=Zato-1|input=2D|label={{clr|D|2D}}}} |
| | |} |
| | |
| | ===Notable Interactions=== |
| | ---- |
| | |
| | ===Neutral=== |
| | ---- |
| | |
| | ===Offense=== |
| | ---- |
| | |
| | ===Defense=== |
| | ---- |
| | |
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|
| === {{Character Label|GGST|Sol Badguy|label=Sol Badguy}} === | | ==Sol Badguy== |
| | {{MatchupSummaryBox |
| | | character = Sol Badguy |
| | | favorability = {{clr|3|Even}} |
| | | oneliner = Zato controls neutral but nothing else. |
| | | summary = |
| An even(ish) matchup. Zato can control the pace of neutral using his zoning tools but struggles to escape Sol's pressure and maintain pressure of his own. | | An even(ish) matchup. Zato can control the pace of neutral using his zoning tools but struggles to escape Sol's pressure and maintain pressure of his own. |
| | * Sol's defensive tools are top tier and make pressuring him safely difficult. |
| | * Zato's lack of strong defensive options enable Sol to pressure him freely. |
| | * Neutral is where Zato shines, as Sol is relatively slow. |
| | }} |
|
| |
|
| | |
| | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! Sol's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | |{{MMC|game=GGST|chara=Sol Badguy|input=6P|label={{clr|P|6P}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Sol Badguy|input=2S|label={{clr|S|2S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Sol Badguy|input=6H|label={{clr|H|6H}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Sol Badguy|input=2D|label={{clr|D|2D}}}} || || || || |
| | |- |
| | |Dash {{MMC|game=GGST|chara=Sol Badguy|input=623H|label={{clr|H|623H}}}} || || || || |
| | |} |
| | |
| | ===Notable Interactions=== |
| | ---- |
| | |
| | ===Offense=== |
| | ---- |
| * Sol has some of the strongest defensive tools in the game. This forces you to either find your opponents habits or keep your pressure very tight, leaving little gaps. | | * Sol has some of the strongest defensive tools in the game. This forces you to either find your opponents habits or keep your pressure very tight, leaving little gaps. |
| ** {{clr|2|5K}} is a 3f button that can punish even the smallest gaps in your pressure. With this move he can mash the "Pierce" gap, AA "Leap", mash the gap between {{clr|3|c.S}} > {{clr|5|5D}}, and also hit behind him in variety of scenarios. These include in the "Pierce" gap ''when Eddie is sandwiched'' and when Eddie right behind him. You will need to practice making your sandwich and other pressure true string in addition to playing the "Pierce" gap RPS well in order to actually pressure Sol. | | ** {{clr|K|5K}} is a 3f button that can punish even the smallest gaps in your pressure. With this move he can mash the "Pierce" gap, AA "Leap", mash the gap between {{clr|S|c.S}} > {{clr|D|5D}}, and also hit behind him in variety of scenarios. These include in the "Pierce" gap ''when Eddie is sandwiched'' and when Eddie right behind him. You will need to practice making your sandwich and other pressure true string in addition to playing the "Pierce" gap RPS well in order to actually pressure Sol. |
| ** {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=623S|label=S Volcanic Viper}} ({{clr|3|623S}}) and {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=623H|label=H Volcanic Viper}} ({{clr|4|623H}}) are among the best DPs in the game. They are fantastic {{keyword|abare}} tools both on wakeup as well as in Eddie Pressure. A few things to keep in mind when dealing with these moves: | | ** {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=623S|label=S Volcanic Viper}} ({{clr|S|623S}}) and {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=623H|label=H Volcanic Viper}} ({{clr|H|623H}}) are among the best DPs in the game. They are fantastic {{keyword|abare}} tools both on wakeup as well as in Eddie Pressure. A few things to keep in mind when dealing with these moves: |
| *** Punish SVV with {{clr|5|2D}} or {{clr|4|5H}} as Sol lands, both lead to large reward if Eddie is ready to be summoned. It can be hard to react to this move whiffing in time, if you have this problem {{clr|5|2D}} is the less risky of these two options. | | *** Punish SVV with {{clr|D|2D}} or {{clr|H|5H}} as Sol lands, both lead to large reward if Eddie is ready to be summoned. It can be hard to react to this move whiffing in time, if you have this problem {{clr|D|2D}} is the less risky of these two options. |
| *** Punish HVV with {{clr|4|2H}} while Sol is in the air, this leads to large reward regardless of Eddie being ready or not. | | *** Punish HVV with {{clr|H|2H}} while Sol is in the air, this leads to large reward regardless of Eddie being ready or not. |
| *** The active frames of both version are sizeable and get extended if Sol hits Eddie due to hitstop, delay your reaction to the move if Eddie is likely to get hit or you might try to punish too early and get hit. | | *** The active frames of both version are sizeable and get extended if Sol hits Eddie due to hitstop, delay your reaction to the move if Eddie is likely to get hit or you might try to punish too early and get hit. |
| *** "Oppose" is a good option against both versions as Sol cannot RRC his DP if it comes into contact with "Oppose". Use "Oppose" both in pressure and on oki to keep Sol respectful. | | *** "Oppose" is a good option against both versions as Sol cannot RRC his DP if it comes into contact with "Oppose". Use "Oppose" both in pressure and on oki to keep Sol respectful. |
| ** Out of a jump Sol has two great options to escape pressure and alter his jump arc. Both {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.236K|label=Air Bandit Revolver}} ({{clr|2|j.236K}}) and {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.214K|label=Air Bandit Bringer}} ({{clr|2|j.214K}}) watch for these options and be ready to block or chase them down as needed. However, it can be hard to Zato's slow dash speed. If you find yourself struggling to keep Sol in the corner due to these options try spacing yourself further away in order to have more time to catch him. | | ** Out of a jump Sol has two great options to escape pressure and alter his jump arc. Both {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.236K|label=Air Bandit Revolver}} ({{clr|K|j.236K}}) and {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.214K|label=Air Bandit Bringer}} ({{clr|K|j.214K}}) watch for these options and be ready to block or chase them down as needed. However, it can be hard to Zato's slow dash speed. If you find yourself struggling to keep Sol in the corner due to these options try spacing yourself further away in order to have more time to catch him. |
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| | |
| | ===Defense=== |
| | ---- |
| * Defensing against Sol is also a scary prospect. His reward for most hits is very high and he can keep you pressured until your RISC gauge is maxed out. There are a few things to think about when defending against Sol. | | * Defensing against Sol is also a scary prospect. His reward for most hits is very high and he can keep you pressured until your RISC gauge is maxed out. There are a few things to think about when defending against Sol. |
| ** When blocking {{clr|3|c.S}} / {{clr|3|f.S}} pressure FD is the easiest option to get him off you, not only will it stop him from raising your RISC gauge it will also push him out of range of his +2 on block {{clr|3|f.S}} and force him to have to run up to continue pressure or gatling into a longer range normal with weaker options. Stand FD is more effective at pushing him away but opens you up to being hit by lows such as {{clr|2|2K}} and {{clr|5|2D}}, stick with crouch FD unless you have the read that they don't like to use lows in pressure. | | ** When blocking {{clr|S|c.S}} / {{clr|S|f.S}} pressure FD is the easiest option to get him off you, not only will it stop him from raising your RISC gauge it will also push him out of range of his +2 on block {{clr|S|f.S}} and force him to have to run up to continue pressure or gatling into a longer range normal with weaker options. Stand FD is more effective at pushing him away but opens you up to being hit by lows such as {{clr|K|2K}} and {{clr|D|2D}}, stick with crouch FD unless you have the read that they don't like to use lows in pressure. |
| *** Mashing can be risky but is often the best option to escape. Jumping against Sol is hard as he has some of the best anti airs in the game and is very able to chase your airborne escape options down. When mashing you want to primarily use {{clr|1|5P}}, {{clr|1|6P}}, and longer range moves such as {{clr|5|2D}} and {{clr|3|2S}}. | | *** Mashing can be risky but is often the best option to escape. Jumping against Sol is hard as he has some of the best anti airs in the game and is very able to chase your airborne escape options down. When mashing you want to primarily use {{clr|P|5P}}, {{clr|P|6P}}, and longer range moves such as {{clr|D|2D}} and {{clr|S|2S}}. |
| *** Use {{clr|1|5P}} in situations where Sol is point blank and might be overextending his pressure so as when you think they are going for a tick throw or after some of his special moves. | | *** Use {{clr|P|5P}} in situations where Sol is point blank and might be overextending his pressure so as when you think they are going for a tick throw or after some of his special moves. |
| *** {{clr|1|6P}} is used to beat some of his key pokes and pressure moves such as {{clr|3|f.S}}, {{clr|3|6S}}, and even {{clr|4|5H}}. It has good reward on CH but can be whiff punished if the Sol is on point. | | *** {{clr|P|6P}} is used to beat some of his key pokes and pressure moves such as {{clr|S|f.S}}, {{clr|S|6S}}, and even {{clr|H|5H}}. It has good reward on CH but can be whiff punished if the Sol is on point. |
| *** Longer ranged moves should be used when Sol is attempting to wait at range or heavily delay his options. | | *** Longer ranged moves should be used when Sol is attempting to wait at range or heavily delay his options. |
| ** After Sol gatlings into {{clr|4|5H}} or {{clr|3|6S}} he can no longer maintain plus frames without taking a risk or spending meter. His primary options afterwards are {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236P|label=Gun Flame}}, {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=214P|label=Gun Flame Feint}}, {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=214K|label=Bandit Bringer}}, and {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236K|label=Bandit Revolver}}. Your best defensive RPS options to rotate through are dash block, {{clr|1|6P}}, jump / superjump forward, and Drunkard Shade. | | ** After Sol gatlings into {{clr|H|5H}} or {{clr|S|6S}} he can no longer maintain plus frames without taking a risk or spending meter. His primary options afterwards are {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236P|label=Gun Flame}}, {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=214P|label=Gun Flame Feint}}, {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=214K|label=Bandit Bringer}}, and {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236K|label=Bandit Revolver}}. Your best defensive RPS options to rotate through are dash block, {{clr|P|6P}}, jump / superjump forward, and Drunkard Shade. |
| *** Spaced Gunflame is plus on block but Drunkard Shade ({{clr|3|214S}}) can be used to reflect it back at Sol and punish him. Be aware that it's difficult to impossible to react to Gun Flame vs Gunflame Feint with Drunkard Shade and Sol can punish or continue to pressure you if he does Feint. So save your reflects for a read or if the Sol is predictable with Gun Flame. Dash block is a strong option as it will bring you closer to spaced gunflames making them less advantageous or even negative on block. Addtionally, dashblock allows you to be in range to react to Gunflame Feint and interrupt Sol attempting to steal his turn. | | *** Spaced Gunflame is plus on block but Drunkard Shade ({{clr|S|214S}}) can be used to reflect it back at Sol and punish him. Be aware that it's difficult to impossible to react to Gun Flame vs Gunflame Feint with Drunkard Shade and Sol can punish or continue to pressure you if he does Feint. So save your reflects for a read or if the Sol is predictable with Gun Flame. Dash block is a strong option as it will bring you closer to spaced gunflames making them less advantageous or even negative on block. Addtionally, dashblock allows you to be in range to react to Gunflame Feint and interrupt Sol attempting to steal his turn. |
| *** Grounded Bandit Bringer is only -2 on block and hardly feels like the end of Sol's turn. {{clr|1|6P}} will often beat or trade with grounded, non-delayed Bandit Bringer, both are in your favor. After blocking it your best options to mix in are {{clr|1|5P}} as a fast check to him pressing slower buttons and dash block to escape, and potentially, punish if he attempts to jump, backdash, or DP. | | *** Grounded Bandit Bringer is only -2 on block and hardly feels like the end of Sol's turn. {{clr|P|6P}} will often beat or trade with grounded, non-delayed Bandit Bringer, both are in your favor. After blocking it your best options to mix in are {{clr|P|5P}} as a fast check to him pressing slower buttons and dash block to escape, and potentially, punish if he attempts to jump, backdash, or DP. |
| *** Bandit Revolver is a frametrap option with a -7 on block first hit but with an optional second hit can be delayed quite a lot to frametrap and is a CH combo starter. {{clr|1|6P}} also works here and will punish any frametrap timing. Contesting the first hit on block is a scary option but a less risky one if Sol has no meter as the second hit is -11 on block. Generally speaking the risk / reward on challenging Bandit Revolver first hit is not in Zato's favor, and it's best to respect the first hit unless the Sol is trying to use it a lot to steal turns. | | *** Bandit Revolver is a frametrap option with a -7 on block first hit but with an optional second hit can be delayed quite a lot to frametrap and is a CH combo starter. {{clr|P|6P}} also works here and will punish any frametrap timing. Contesting the first hit on block is a scary option but a less risky one if Sol has no meter as the second hit is -11 on block. Generally speaking the risk / reward on challenging Bandit Revolver first hit is not in Zato's favor, and it's best to respect the first hit unless the Sol is trying to use it a lot to steal turns. |
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|
| * Neutral is where this matchup is won or lost for Zato. Zato's primary moves to use are {{clr|1|6P}}, {{clr|4|22H}}, and of course various Eddie Summons. | | ===Neutral=== |
| ** Summoning Eddie at 3/4 to fullscreen is pretty safe in this MU as Sol doesn't have any moves to punish you with at that distance. He can use {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=214S|label=Night Raid Vortex}} on a read but you can react to this with {{clr|2|2K}} or throw. {{MiniMoveCard|game=GGST|chara=Zato-1|input=236K|label="That's a Lot"}} ({{clr|2|236K}}) is especially useful as he limited options to navigate around it. It will also clash with Gun Flame and win as one of the drills will nullify the flames. Using Eddie offensively is a bit harder as Gun Flame is a surprisingly good keep out tool. "Oppose" can be used after sending Eddie forward to catch the flames or Sol trying to kill him and then cancelled into another special, but Sol has a very easy time contesting Eddie pressure with gaps such as when Zato is far away. | | ---- |
| ** {{clr|1|6P}} and {{clr|4|22H}} are used in conjunction to make Sol's life hard when approaching. {{clr|1|6P}} will beat many of Sol's key approach tools such as {{clr|3|f.S}} and {{clr|3|6S}} as those moves lose to low profile. Sol has to rotate in {{clr|3|2S}}, {{clr|5|2D}}, {{clr|4|6H}} and special moves to beat you preempting him with {{clr|1|6P}}. Once he is rotating in other options you can begin to use your riskier normals such as {{clr|3|2S}}, {{clr|5|2D}}, and {{clr|4|5H}} to beat those options and you enter neutral RPS in which Zato has the upper hand. {{clr|4|22H}} will stop any grounded approach he tries which forces him into the air. {{clr|1|6P}} will then be your go to AA for stopping air buttons trying to move around {{clr|4|22H}} or "That's a Lot". Keep in mind that Sol can use Bandit Bringer in the air to stall and punish you for whiffing a {{clr|1|6P}}. Due to the angle, size, and delay-ability of Bandit Bringer it is very difficult to consistently anti air. Your best option is to simply blocking the move standing and either punish with {{clr|1|5P}} or try to create room to return to neutral. It's not viable to react to an immediate air button vs Bandit Bringer, this means there is a form of RPS around what air option Sol will pick, be careful not to default to only blocking or only using {{clr|1|6P}}. | | * Neutral is where this matchup is won or lost for Zato. Zato's primary moves to use are {{clr|P|6P}}, {{clr|H|22H}}, and of course various Eddie Summons. |
| | ** Summoning Eddie at 3/4 to fullscreen is pretty safe in this MU as Sol doesn't have any moves to punish you with at that distance. He can use {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=214S|label=Night Raid Vortex}} on a read but you can react to this with {{clr|K|2K}} or throw. {{MiniMoveCard|game=GGST|chara=Zato-1|input=236K|label="That's a Lot"}} ({{clr|K|236K}}) is especially useful as he limited options to navigate around it. It will also clash with Gun Flame and win as one of the drills will nullify the flames. Using Eddie offensively is a bit harder as Gun Flame is a surprisingly good keep out tool. "Oppose" can be used after sending Eddie forward to catch the flames or Sol trying to kill him and then cancelled into another special, but Sol has a very easy time contesting Eddie pressure with gaps such as when Zato is far away. |
| | ** {{clr|P|6P}} and {{clr|H|22H}} are used in conjunction to make Sol's life hard when approaching. {{clr|P|6P}} will beat many of Sol's key approach tools such as {{clr|S|f.S}} and {{clr|S|6S}} as those moves lose to low profile. Sol has to rotate in {{clr|S|2S}}, {{clr|D|2D}}, {{clr|H|6H}} and special moves to beat you preempting him with {{clr|P|6P}}. Once he is rotating in other options you can begin to use your riskier normals such as {{clr|S|2S}}, {{clr|D|2D}}, and {{clr|H|5H}} to beat those options and you enter neutral RPS in which Zato has the upper hand. {{clr|H|22H}} will stop any grounded approach he tries which forces him into the air. {{clr|P|6P}} will then be your go to AA for stopping air buttons trying to move around {{clr|H|22H}} or "That's a Lot". Keep in mind that Sol can use Bandit Bringer in the air to stall and punish you for whiffing a {{clr|P|6P}}. Due to the angle, size, and delay-ability of Bandit Bringer it is very difficult to consistently anti air. Your best option is to simply blocking the move standing and either punish with {{clr|P|5P}} or try to create room to return to neutral. It's not viable to react to an immediate air button vs Bandit Bringer, this means there is a form of RPS around what air option Sol will pick, be careful not to default to only blocking or only using {{clr|P|6P}}. |
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|
| === {{Character Label|GGST|Testament|label=Testament}} === | | |
| | |
| | ==Testament== |
| | {{MatchupSummaryBox |
| | | character = Testament |
| | | favorability = Favorability Goes Here |
| | | oneliner = |
| | | summary = |
| * Zato's win condition in this matchup is getting a knockdown, and suffocating Testament to defeat with relentless pressure and mixups. Testament has few defensive tools and slow specials, making the biggest threat to Zato a YRC or a burst. | | * Zato's win condition in this matchup is getting a knockdown, and suffocating Testament to defeat with relentless pressure and mixups. Testament has few defensive tools and slow specials, making the biggest threat to Zato a YRC or a burst. |
| * Testament's win condition is keeping you out, walking you into the corner, then pressuring you to death against the wall. They have overwhelming and varied corner pressure. | | * Testament's win condition is keeping you out, walking you into the corner, then pressuring you to death against the wall. They have overwhelming and varied corner pressure. |
| * Approaching Testament is an important part of this matchup. Mixing your approach between run, flight, and preemptive actions like Invite Hell, 2S and 6P will help winning interactions, and pressuring Testament from there. | | * Approaching Testament is an important part of this matchup. Mixing your approach between run, flight, and preemptive actions like Invite Hell, 2S and 6P will help winning interactions, and pressuring Testament from there. |
| * Zato's {{clr|2|5K}} is a consistently safe meaty option vs Testament as {{clr|2|5K}} recovers fast enough to block reversal {{MiniMoveCard|game=GGST|chara=Testament|input=236236K|label=Calamity One}}. Additionally, even though it has too few active frames to both meaty and cover the invul of a backdash, {{clr|2|5K}} recovers fast enough to be anywhere from +5 to +8 against Testament reversal backdash. | | * Zato's {{clr|K|5K}} is a consistently safe meaty option vs Testament as {{clr|K|5K}} recovers fast enough to block reversal {{MiniMoveCard|game=GGST|chara=Testament|input=236236K|label=Calamity One}}. Additionally, even though it has too few active frames to both meaty and cover the invul of a backdash, {{clr|K|5K}} recovers fast enough to be anywhere from +5 to +8 against Testament reversal backdash. |
| * "Oppose" blocks all versions of {{MiniMoveCard|game=GGST|chara=Testament|input=236S|label=Grave Reaper}} but they will still leave behind a Succubus. Additionally, "Oppose" blocks the {{MiniMoveCard|game=GGST|chara=Testament|input=214P|label=Crow}} and prevents it from applying {{MiniMoveCard|game=GGST|chara=Testament|input=N/A|label=Stain State}}. | | * "Oppose" blocks all versions of {{MiniMoveCard|game=GGST|chara=Testament|input=236S|label=Grave Reaper}} but they will still leave behind a Succubus. Additionally, "Oppose" blocks the {{MiniMoveCard|game=GGST|chara=Testament|input=214P|label=Crow}} and prevents it from applying {{MiniMoveCard|game=GGST|chara=Testament|input=N/A|label=Stain State}}. |
| * Both versions of {{MiniMoveCard|game=GGST|chara=Testament|input=214S|label=Arbiter Sign}} can be punished from anywhere on screen if blocked with "Oppose" via Drunkard Shade > {{clr|3|]S[}}. | | * Both versions of {{MiniMoveCard|game=GGST|chara=Testament|input=214S|label=Arbiter Sign}} can be punished from anywhere on screen if blocked with "Oppose" via Drunkard Shade > {{clr|S|]S[}}. |
| * Zato's {{clr|4|22H}} ender in blockstrings is not as strong in this matchup as Testament {{MiniMoveCard|game=GGST|chara=Testament|input=f.S|label={{clr|3|f.S}}}} reaches from the normal range you end up at. {{clr|1|6P}} is an option to call this out, it also will often beat or trade with {{MiniMoveCard|game=GGST|chara=Testament|input=6H|label={{clr|4|6H}}}}. However, this will lose to Grave Reaper and a patient whiff punish. | | * Zato's {{clr|H|22H}} ender in blockstrings is not as strong in this matchup as Testament {{MiniMoveCard|game=GGST|chara=Testament|input=f.S|label={{clr|S|f.S}}}} reaches from the normal range you end up at. {{clr|P|6P}} is an option to call this out, it also will often beat or trade with {{MiniMoveCard|game=GGST|chara=Testament|input=6H|label={{clr|H|6H}}}}. However, this will lose to Grave Reaper and a patient whiff punish. |
| * Invite Hell({{clr|4|22H}}) can help in neutral situations to both destroy {{MiniMoveCard|game=GGST|chara=Testament|input=236S|label=Grave Reaper}}'s projectile, reach Testament from afar and punish their specials' startup/recovery, and on hit remove Stain State. | | * Invite Hell({{clr|H|22H}}) can help in neutral situations to both destroy {{MiniMoveCard|game=GGST|chara=Testament|input=236S|label=Grave Reaper}}'s projectile, reach Testament from afar and punish their specials' startup/recovery, and on hit remove Stain State. |
| * While Testament's zoning and pressure can appear suffocating, Drills beat Testament's projectiles. Drills can be cancelled into Oppose on reaction to defend against, and punish, {{MiniMoveCard|game=GGST|chara=Testament|input=214S|label=Arbiter Sign}}. | | * While Testament's zoning and pressure can appear suffocating, Drills beat Testament's projectiles. Drills can be cancelled into Oppose on reaction to defend against, and punish, {{MiniMoveCard|game=GGST|chara=Testament|input=214S|label=Arbiter Sign}}. |
| * Testament's 2P will win against Eddie's second "Pierce" hit. Testament's 2K clashes with it, killing Eddie. | | * Testament's 2P will win against Eddie's second "Pierce" hit. Testament's 2K clashes with it, killing Eddie. |
| | }} |
| | |
| | |
| | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! Testament's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | |{{MMC|game=GGST|chara=Testament|input=6P|label={{clr|P|6P}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Testament|input=f.S|label={{clr|S|f.S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Testament|input=2S|label={{clr|S|2S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Testament|input=236S|label={{clr|S|236S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Testament|input=236H|label={{clr|H|j.236H}}}} || || || || |
| | |- |
| | |Walk Back || || || || |
| | |} |
| | |
| | ===Notable Interactions=== |
| | ---- |
| | |
| | ===Neutral=== |
| | ---- |
| | |
| | ===Offense=== |
| | ---- |
| | |
| | ===Defense=== |
| | ---- |
| | |
| | |
| | |
| | ==Zato-1== |
| | {{MatchupSummaryBox |
| | | character = Zato-1 |
| | | favorability = {{clr|3|Even}} |
| | | oneliner = The classic 6-6 matchup. |
| | | summary = |
| | * Eddie is very good at killing himself, and {{clr|4|22H}} is excellent at keeping him out. |
| | * Zato's bad defensive options are rough when fighting himself. |
| | * Any of the advice here is applicable both as the attacker and the defender. |
| | }} |
| | |
| | |
| | ===Round Start=== |
| | ---- |
| | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center |
| | |+style=white-space:nowrap | Common Round Start Interaction Table |
| | ! Zato's Button !! Loses To !! Beats !! Trades !! Whiffs |
| | |- |
| | |{{MMC|game=GGST|chara=Zato-1|input=2P|label={{clr|P|2P}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Zato-1|input=6P|label={{clr|P|6P}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Zato-1|input=f.S|label={{clr|S|f.S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Zato-1|input=2S|label={{clr|S|2S}}}} || || || || |
| | |- |
| | |{{MMC|game=GGST|chara=Zato-1|input=2D|label={{clr|D|2D}}}} || || || || |
| | |- |
| | |Walk Back {{MMC|game=GGST|chara=Zato-1|input=5H|label={{clr|H|5H}}}} || || || || |
| | |} |
| | |
| | ===Notable Interactions=== |
| | ---- |
|
| |
|
| === {{Character Label|GGST|Zato-1|label=Zato-1}} === | | ===Neutral=== |
| * Whoever gets Eddie out first is at a major advantage, so it is crucial that you get them out before the opposing Zato does. | | ---- |
| | Neutral in the mirror is complicated as Zato is very capable of zoning himself out but is equally incapable of approaching when another Zato is zoning. There are two basic methods in neutral to use. Either you have to use {{clr|H|22H}} and various Eddie summons like Drills and Oppose to kill the opponent's Eddie allowing you to approach with normals or Eddie options. Or you can attempt to play a more rushdown style with a lot of dashblocking, dash jumping, and instant flight to vary your forward movement. The former is the better style when the life is even or you have a life lead, the latter better when you have a severe life deficient or are low on time in the round. |
| | * The first style is the more lame and safer of the two. |
| | ** Eddie drills is an extremely strong tool for controlling space in the mirror and killing the opponents Eddie. Sequences like {{clr|H|214H}} > {{clr|K|]K[}} > {{clr|K|236K}} or {{clr|H|214H}} can stop an opponents Eddie from approaching almost entirely and allow you to reset the neutral situation. Zato has few options around this without putting himself in a blockstring on purpose. Flying over is likely to get you {{clr|P|6P}}'d or Air Thrown, and most Eddie moves will get Eddie killed by the lingering drills hitbox. |
| | ** Using Invite Hell can stop the other Zato from moving Eddie forward as it lingers for a very long time and also is strong in stopping Zato himself from approaching. Especially, when done behind Oppose this is a very safe way to create a zone of control. Note that if done from closer than 3/4 screen Zato can react to an Invite hell with flight forward {{clr|H|j.H}} or {{clr|D|j.D}} if he is already in the air. Neutral jumping at a little outside of buttons range is an overall strong option vs Zato. |
| | ** Release Pierce is very strong |
| | ** The riskiest part of this playstyle, and thus the part you can target, is an unsummon. If you have Eddie out and the opponent unsummons you can often Drunkard Shade > Eddie release move like {{clr|K|]K[}} or {{clr|S|]S[}} for either a full punish or a free approach in neutral. Even if you don't have Eddie out and ready this is a key point where you need to either approach as Zato or summon Eddie and move him forward, both gain you advantage in screen space. |
| | * The second neutral style is the typical one Zato must play vs other Zoners, it also works when fighting himself. The downside is that Zato can often convert blocked zoning into pressure and mix, so by playing aggressively in neutral with Zato in the mirror you are risking being put in pressure. For this to be effective you must be aware of the gaps in Zato's pressure and be able to exploit them, and be effective at mixing up your approach options in neutral. |
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| * When the opponent has Eddie out, you can use superjump into flight to go over Leap's effective range, and make it harder for the opponent to utilize against you.
| | ===Offense=== |
| | ---- |
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| |
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| * Make use of 5P and 2P as pokes to jab the extended hurtboxes on the tips of 2S and fS
| | ===Defense=== |
| | ---- |
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| * If you and the opponent both get Eddie out and intend to use drunkard shade to move Eddie forward, try to do it second, so drunkard shade's hitbox kills their Eddie, while also moving your Eddie forward to lock them down.
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| * Open your Eddie summons in neutral with either Oppose (H) or That's A Lot (K), as if the other Zato targets your startup frames with a Drunkard Shade Eddie attack, the Oppose will asborb it or the drills will kill Eddie as he moves across the ground.
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| * All the info in Anti Zato Tips is applicable to this matchup on both ends
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| ==Navigation== | | ==Navigation== |
| <center>{{Character Label|GGST|Zato-1|45px}}</center>
| | {{GGST/Navigation}} |
| {{#lst:{{BASEPAGENAME}}/Data|Links}}
| |
| {{#lst:GGST/Navigation}}
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