GGXRD-R2/Zato-1

From Dustloop Wiki
Jump to navigation Jump to search
Overview

Overview

Zato fills the role of Guilty Gear's puppet character archetype. Paired with Eddie - his shadow - Zato can dominate the neutral game and launch arguably the most overwhelming offense in the game. Zato attacks with the press of a button, while Eddie attacks with its release (using some of the Eddie Gauge in the process). Using this Negative Edge mechanic, the duo can cover for each other's recoveries and blind spots. Their coordinated pressure can continue for as long as the Eddie Gauge remains.

Zato's two-pronged onslaught of pokes, anti-airs, and unorthodox movement can prove nightmarish to face in the neutral game. Intentional or not, Zato can also sacrifice Eddie against the opponent's attack, effectively acting as a single hit of armor. While Eddie is recovering, Zato must stall for time via smart usage of his limited solo toolset.

When the match begins, Zato's goal is to summon Eddie while keeping his advantage. This involves a constant balancing act of risk/reward as summoning can also become the opponent's angle of attack. When successful, Zato gains access to consecutive & unreactable mixups, leaving opponents in a constant state of guessing for their life.

Learning Zato can be a challenging process in many ways. In return, he offers the unique experiences of a Guilty Gear-style puppet character, found in no other game.
Playstyle
Zato-1 is a high-skill puppet character with a plethora of offensive options.
Pros Cons
  • Overwhelming Offense: With Eddie, gain access to unreactable & consecutive mixups, command grabs, and unblockables. Endless pressure in the corner, limited only by the Eddie Gauge.
  • Practical Unblockable Setups: Can set up high damage unblockables from various situations. If the opponent is cornered, Roman Cancel can be used to loop unblockables into continued pressure/mixups.
  • Excellent Space Control: Gain control over vast amounts of the screen when Eddie is summoned. Zato and Eddie can restrict different parts of the screen simultaneously, or cover each other's recoveries against a single angle of approach.
  • Horrible Defense: Among the worst defense modifiers and guts in the game. Lackluster reversal options, combined with an underwhelming dead angle attack.
  • HEAVY Reliance on Eddie: Without Eddie summoned, Zato's offensive and neutral options are heavily diminished. Poor hurtboxes, slow normals, and lack of access to frame advantage forces Zato to stall for Eddie's recovery.
  • High Difficulty: Demands extensive familiarity with negative edge, time spent perfecting setplay, and thorough practice of controlling Eddie in the neutral game via both training mode and match experience.

Eddie & Eddie Gauge

EddiePlusGauge.png

Eddie is the name of Zato's puppet. May be referred to as "Little Eddie" or "Shadow" by players of older Guilty Gear iterations.

Once summoned, Eddie is controlled independently and simultaneously alongside Zato. Zato's game plan is incomplete without Eddie, and each can be thought of as half the character. Players must very carefully manage the usage of Eddie at all times; failure to do so will leave Zato highly vulnerable.

Eddie Gauge is a resource unique to Zato. When Eddie is summoned, the Eddie Gauge will gradually deplete. Attacks using Eddie will deplete this gauge; the amount depending on the type of move used. If Eddie is hit by the opponent, the gauge will be locked, turn red, and slowly regenerate from 0% - during which Eddie cannot be re-summoned until the gauge completely refills. If he is recalled while already summoned, the gauge turns white & regenerates rapidly, and can be re-summoned at any point.

Zato-1
GGXRD-R Zato-1 Portrait.png
Defense:x1.09
Guts:0
Weight:[100] Medium
Stun Resistance:60
Prejump:3F
Backdash:16F (1~7F invuln)
Wakeup :25F (Face Up)/ 22F (Face Down)
Unique Movement Options:Flight
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5P (5F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.632146H (10+5F)

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
9 Mid 5 4 7 -1

Zato's fastest normal. Has good range for a 5P, and is commonly seen comboing into 2D for knockdown and okizeme.

5P is a fairly safe roundstart opener that can counter very specific roundstart options by the opponent, such as Johnny's Coin. Can situationally be used as an anti-air - for example, against I-no's hover dash or Raven's airdash.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

Level Proration RISC+ RISC-
0 Initial: 90% 3 8

5K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 8 4 8 -2

Standing low with decent range. Can be jump cancelled.

While 2K has 1F faster startup, 5K is often used as the empty jump low option during flight mixups due to differences in gatlings.

Gatling Options: 6P, c.S, f.S, 2S, 5H, 2H, 5D

Level Proration RISC+ RISC-
0 Initial: 70% 3 8

c.S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 9 5 9 ±0

Primarily a combo/blockstring filler, and occasionally used for punishes.

Can cancel into 2D (or somewhat situationally, 5H > 22S/22H) for a knockdown.

Also used to continue combos against airborne opponents in hitstun (most commonly from meaty 22S, counterhit Nobiru, corner counterhit 2H, and corner counterhit j.D).

Gatling Options: 6P, f.S, 2S, 5H, 2H, 5D, 2D

Level Proration RISC+ RISC-
2 10 7

f.S

Damage Guard Startup Active Recovery On-Block Invuln
20×4 Mid 7 3×4 20 -9

Primarily a combo/blockstring tool.

Can gatling into the next normal after any of its 4 hits, allowing for modular spacing at which to end your combos and blockstrings.

If hit close to the opponent, can be crouch confirmed for a knockdown (f.S > 5H > 22H). Using RRC is necessary against most standing characters (f.S > 2S > 22H). Being a multi-hit normal, f.S can be very effective against moves with armor (most notably, Potemkin's Hammer Fall)GGXRD Potemkin HammerFall.pngGuard:
Mid
Startup:
18[31]
Recovery:
33
Advantage:
-16
.

Gatling Options: 2S, 5H, 2H, 6H, 5D

Level Proration RISC+ RISC-
2 10 7

5H

Damage Guard Startup Active Recovery On-Block Invuln
25×3 Mid 13 2,6,3 15 +1

Another combo/blockstring tool with multiple (3) hits. Can be special cancelled after any of its 3 hits.

Achieving knockdown via 22H is particularly finnicky against standing opponents, and is highly dependant on momentum, spacing, and the opponent character's standing hurtbox.


Gatling Options: 5D

Level Proration RISC+ RISC-
4 10 6

5D

Damage Guard Startup Active Recovery On-Block Invuln
22 High 25 3 24 -13 1~51 Foot

The universal overhead.

Thanks to Eddie, 5D is frequently used as a corner combo extender without the need for a wallslump, which many other characters require.

Common routes include:

  • 2K > ]P[ > 5D6
  • c.S > ]P[ > 5D6
  • 2S > ]K[ > (66) > 5D6

Zato is considered airborne for the duration of this move. This can lead to highly specific counterplay against Potemkin's Slide HeadGGXRD Potemkin SlideHead.pngGuard:
Low[Unblockable]
Startup:
25[29]
Recovery:
Total 54
Advantage:
-11
(Example).

Provides some interesting but niche combo applications midscreen when used alongside Eddie. (Example 1, Example 2)

Level Proration RISC+ RISC-
2 Initial: 80% 10 20

6P

Damage Guard Startup Active Recovery On-Block Invuln
22×2 Mid 13 4,4 12 -2 1~16 Upper Body

One of Zato's primary anti-airs.

6P is a 2-hit move, and its upper body invulnerability is lost by the time the second hit is active.

Can very situationally be used to punish long-ranged pokes such as Faust's f.S. Similarly to c.S, 6P can be used to continue combos against airborne opponents in hitstun.

Gatling Options: f.S, 2S, 5H, 2H, 5D

Level Proration RISC+ RISC-
2 10 7
  • Stun value: 44x2

6K

Damage Guard Startup Active Recovery On-Block Invuln
30 High 23 5 14 -5

Overhead normal. Staggers on hit.

Against experienced players, 6K is mostly unreliable as a mixup option due to its relatively lengthy startup and should be used sparingly - especially if Eddie is not summoned.

Should you be willing to spend meter, RRC > Damned FangGGXRD Zato DamnedFang.pngGuard:
Ground Throw: 122500
Startup:
6
Recovery:
Whiff Total: 43F
Advantage:
+62
or 5D6 are excellent options on hit to stall for Eddie gauge.

6K cannot be cancelled into nor out of any other move, including special moves.

Level Proration RISC+ RISC-
2 Initial: 75% 10 7
  • Staggers opponent on hit. Max duration 39F, Frame Adv: +1 to +21

6H

Damage Guard Startup Active Recovery On-Block Invuln
60 Mid 13 12 23 -16

The big arm. Has a deceptively small hitbox which follows only the hand, rather than the entire arm.

6H's hurtbox covers a third of the entire screen, is exceptionally unsafe on block, and has a somewhat lengthy startup. The move does reach quite far and knocks down on counterhit, but usage is advised to be kept to a minimum due to its risks.

Very niche use cases exist by exploiting its massive hurtbox (e.g. causing Faust's LoveGGXRD Faust Love.pngGuard:
All
Startup:
21
Recovery:
Total 43
Advantage:
-
(bomb bag) to explode in range of himself).

Level Proration RISC+ RISC-
4 20 6

2P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 6 4 8 -2

An alternative poke to 5P. Likewise, 2P can combo into 2D for knockdown.

Has some unique use cases apart from 5P due to the lower positioning of the hitbox and hurtbox.

Gatling Options: 5P, 2P, 6P, 5K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

Level Proration RISC+ RISC-
0 Initial: 80% 3 8

2K

Damage Guard Startup Active Recovery On-Block Invuln
18 Low 7 2 9 +3

Candidate for Zato's best normal. 2K is one of his only plus-on-block normals alongside 5H, and can be used to begin strike/throw mindgames.

2K > 5P creates a 2f gap frametrap, and can usually knock down afterwards via 2D.

On normal hit, can crouch confirm into f.S > 5H > 22H or be linked to 5P > 2D.
On counterhit, can be linked to 5P > 2D, or be cancelled into 22S for a knockdown.

Gatling Options: f.S, 2S, 2H, 6H, 5D

Level Proration RISC+ RISC-
2 Initial: 80% 10 7

2S

Damage Guard Startup Active Recovery On-Block Invuln
24 Mid 9 4 16 -6

Zato's ground-to-ground poke normal. Decent range, but suffers from a lengthy recovery. Additionally, 2S's (rather large) hurtbox extends prior to its active frames, leaving Zato prone to all sorts of counterpokes.

On counterhit, 2S can be cancelled into 22H for a successful combo as long as the opponent is in range of the drill.

Gatling Options: 5H, 2H, 5D

Level Proration RISC+ RISC-
2 10 7

2H

Damage Guard Startup Active Recovery On-Block Invuln
50 Mid 11 6 19 -6

Primarily used as a pressure tool (frametraps into Summon > NobiruGGXRD Zato AntiAirAttack.pngGuard:
Mid
Startup:
9[20]
Recovery:
50
[Total 38]
Advantage:
[+15]
) and as a preemptive anti-air.

Similarly to 2S, 2H's hurtbox appears before its hitbox; take caution when using it as an anti-air. However, unlike 6P, it covers a much larger area, has 2 frames faster startup, and guarantees a knockdown on counterhit. Works well in tandem with Eddie as a frametrap tool, and can catch jump outs in the corner.

Gatling Options: 5D, 2D

Level Proration RISC+ RISC-
4 20 6

2D

Damage Guard Startup Active Recovery On-Block Invuln
20 Low 9 6 15 -7

Zato's most stable knockdown option from normals such as 5P. Very frequently cancelled into Summon (236H) on hit in order to prepare Eddie mixups/pressure.

Highest damage option as a low mixup starter; in the corner, can lead to the following combo if Eddie is summoned: ]S[ > j.H > j.D > ]S[ > Shadow GalleryGGXRD Zato ShadowGallery2.pngGuard:
All
Startup:
7 After Landing
Recovery:
24+3 After Landing
Advantage:
-31
> ... Example

2D > Break the LawGGXRD Zato BreakTheLaw.pngGuard:
-
Startup:
13
Recovery:
Total 29(Maximum 169)
Advantage:
-
is notably a Burst-safe point, as Zato will be fully underground by the time the opponent's Burst is active. K must be held for a very short duration for this to be the case. Example

Note that while 2D is a stable knockdown option for Zato standards, its somewhat poor reach can sometimes cause even very simple gatlings such as c.S > 2D, or 5P > 2D, to drop.

Level Proration RISC+ RISC-
2 10 7

j.P

Damage Guard Startup Active Recovery On-Block Invuln
13 High / Air 6 4 11

Similar to j.K but hits higher up. Useful for capitalizing off of awkward air-to-air j.K hits, as it will gatling into j.D for a decent combo.

Unlike j.K, cannot be jump cancelled.

Gatling Options: j.P, j.K, j.S, j.H, j.D

Level Proration RISC+ RISC-
1 6 7

j.K

Damage Guard Startup Active Recovery On-Block Invuln
18 High / Air 7 6 11

Covers a decent range. Zato's most reliable fast air normal for scrambles.

Begins Zato's F-ShikiSometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. MawaruGGXRD Zato TraversingAttack.pngGuard:
All
Startup:
14[25]
Recovery:
66
[Total 38]
Advantage:
[+26]
mixups using its jump-cancellable property.

Zato's hurtbox retracts instantly when this move is used, making it useful when jumping out of pressure.

Gatling Options: j.P, j.S, j.H

Level Proration RISC+ RISC-
2 Initial: 90% 10 7

j.S

Damage Guard Startup Active Recovery On-Block Invuln
22 High / Air 7 12 12

Covers a unique area of attack. The hitbox initially appears below Zato, then extends upwards in front of him, all the way above his head.

Like j.K, j.S can begin Zato's F-ShikiSometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. MawaruGGXRD Zato TraversingAttack.pngGuard:
All
Startup:
14[25]
Recovery:
66
[Total 38]
Advantage:
[+26]
mixups thanks to its jump-cancellable property. j.S also hits slightly behind Zato and can therefore be used as a crossup in niche situations.

Additionally, j.S is a suitable normal for IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. approaches as it can lead into knockdown against standing opponents via IAD > j.S > (dl.) j.H > 5P > 2D.

Gatling Options: j.H

Level Proration RISC+ RISC-
2 10 7

j.H

Damage Guard Startup Active Recovery On-Block Invuln
33 High / Air 11 6 12

Primarily a combo filler. Not jump-cancellable.

Most frequently seen being used in Zato's BnB air combo (... > j.K/j.S > j.H > j.D).

Gatling Options: j.D

Level Proration RISC+ RISC-
2 10 7

j.D

Damage Guard Startup Active Recovery On-Block Invuln
40 High / Air 11 4 19

Amazing air-to-air normal. j.D covers a huge amount of space and is especially useful against characters with strong aerial approaches such as Chipp and Millia, among many others. It is also Zato's staple air combo ender.

On regular hit, enough time is bought for Zato to run forwards and summon Eddie.

Counterhit j.D guarantees a knockdown from any height. However, if the opponent is close enough to the corner, a wallbounce will occur and the knockdown will no longer be guaranteed.

Level Proration RISC+ RISC-
2 Initial: 90% 10 7

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
0,50 Ground Throw: 85750 1 +39

Standard universal ground throw.

Can't be combo'd off of without Eddie, but provides enough time to set up MawaruGGXRD Zato TraversingAttack.pngGuard:
All
Startup:
14[25]
Recovery:
66
[Total 38]
Advantage:
[+26]
} pressure midscreen after a short forward run.

Can OTG via Throw > 66 > 2K > f.S to finish off near-death opponents.

Level Proration RISC+ RISC-
0 Forced: 65% NA 6,0
  • Stun value: 25

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
0,60 Air Throw: 192500 1

The frame advantage for Zato decreases the higher up the air throw occurs, as well as the opponent being flung further away.

As a result, Zato's air throw will often fail to provide him with the time needed to properly set up his pressure afterwards.

Despite the above, air throw is an indispensable tool as a counter to aerial approaches due to Zato's limited anti-air options when Eddie isn't summoned.

Level Proration RISC+ RISC-
0 Forced: 65% NA 6,0
  • Stun value: 30

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 13 9 18 -13 1~21 Full
22~36 Throw

Same animation as 2H. Slightly slower startup than your average Dead Angle Attack.

Note that this DAA can be low profiled, but also reaches quite far diagonally upwards.

Knocks down on counterhit only.

Level Proration RISC+ RISC-
2 Initial: 50% 10 7

Blitz Attack

Version Damage Guard Startup Active Recovery On-Block Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5

One of Zato's few reversal options.

Thanks to Eddie, Zato has some unique combo routes that incorporate Blitz Attack. (Midscreen Example, Corner Example)

Version Level Proration RISC+ RISC-
Blitz 1 Initial: 55%
[Blitz] 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Invite Hell

22S/H

Version Damage Guard Startup Active Recovery On-Block Invuln
22S 40 Low 18 48 Total 44 0
22H 40 Low 18 48 Total 44 0

Zato's single most important neutral tool.

22S summons a drill close to Zato, while 22H summons it further away. Both drills must be blocked low.

Drills can be used to combo into a knockdown (mainly via 5H > 22S/22H and CH 2S > 22H), as well as be set up meaty for followup pressure.
Each drill creates a "puddle" of shadow which Eddie can be summoned from via 214H, albeit costing a small amount of Eddie gauge. Puddles are destroyed when attacked by the opponent.

Drills cannot be YRC'd in the conventional sense of YRCing a projectile. Attempting to Drill > YRC will only produce a puddle, which has its own merits.

Version Level Proration RISC+ RISC-
22S 2 2 19
22H 2 2 19

22S: 22H:

Break the Law

214K (Hold OK)

Damage Guard Startup Active Recovery On-Block Invuln
13 Total 29(Maximum 169) 1~12 Throw
13~16~138 Full
17~20~139 Strike

Zato dips underground, becoming fully invulnerable on frame 13.

Holding the K button extends the time spent underground. Take caution as the move's recovery will increase alongside the duration of the hold.

A strong neutral option to consider if Eddie is summoned and you predict the enemy to commit to an approach. Generally speaking, avoid using this in neutral for extended durations if Eddie is not summoned, as its recovery is fairly easily punishable without Eddie around to protect Zato's recovery.

Used frequently as a cancel from 2D in order to create a burst-safe point. K must be held for a very small duration for this to be the case.

  • Break the Law can be YRC'd out of, significantly reducing its recovery.
Level Proration RISC+ RISC-
  • After releasing button 1~3 Full,4~8 Strike
  • Reappearing animation depends on how long Zato spends underground.
  • 16-??F Underground: 16F recovery, ??-??F Underground: 24F recovery, ??-120F Underground: 36F recovery

Summon Eddie (Recall)

236P/K/S/H

Version Damage Guard Startup Active Recovery On-Block Invuln
Eddie Summon Total 38
Eddie Unsummon Total 33

Summons Eddie to do your bidding.

Inputting 236P/236K/236S will summon Eddie and have it immediately perform the respective button's attack. Inputting 236H will simply summon with no followup.

Eddie can be maneuvered left or right by holding 1/4/7 or 3/6/9 respectively. 1 and 3 are particularly useful for moving only Eddie (and not Zato alongside him).

Once summoned, any of the above inputs (236P/236K/236S/236H) can be used again to unsummon Eddie.

Zato is in counterhit state for the entire duration of this move, and his hurtbox extends upwards on startup. Take caution against aggressive approaches when summoning/unsummoning.

Version Level Proration RISC+ RISC-
236P/K/S/H
Eddie > 236P/K/S/H

236P/K/S/H:

  • 10~summon can perform actions,Summon Gauge maximum 6000,-10 every 1F

Eddie > 236P/K/S/H:

  • Eddie is recalled on frame 7

Shadow Puddle Eddie Summon

214H

Damage Guard Startup Active Recovery On-Block Invuln
Total 38

Summons Eddie from the puddle's location. Consumes a small amount of Eddie Gauge to preform.

Eddie becomes actionable after about 11f into the animation. This typically causes the fastest possible Eddie move after this summon method to come out 1-2f slower than it would if the alternative methods were used, though it is possible to perfectly input the release and get the same startup as you would have you summoned Eddie doing a move of your choice. The advantage with this method is the flexibility of moving Eddie as well as creating micro delays that enable greater advantage when the opponent is inactive.

Unlike a regular Summon, using different buttons such as 214P will not result in a summon followed by an attack - for that matter, it will not result in a summon, period.

If no puddles are present, 214H will simply result in a regular Summon. This will not consume the initial amount of Eddie Gauge that a Puddle Summon normally costs.

Level Proration RISC+ RISC-
  • Summon Gauge:-720

Small Attack

]P[ while summoned

Damage Guard Startup Active Recovery On-Block Invuln
25 All 7[18] 2 23
[Total 38]
[-3]

A far-reaching poke that advances Eddie slightly forwards. Consumes approx. 12% Eddie Gauge on use.

]P[ is an exceptionally useful multi-purpose tool. Sees usage in combos, hitconfirms, blockstrings, pokes, frametraps, tick throws - just about anything you can imagine.

Many combos involving Mawaru/]K[ can be substituted with ]P[ in order to conserve Eddie Gauge. Differences in damage are often negligible.

Level Proration RISC+ RISC-
1 2 7
  • Summon Gauge:-720
  • [ ] Values for Eddie not summoned &gt
  • 236P

Traversing Attack

]K[ while summoned

Damage Guard Startup Active Recovery On-Block Invuln
20×3 All 14[25] 29(4 Hit) 66
[Total 38]
[+26]

The buzzsaw. Consumes approx. 29% Eddie Gauge on use.

Mostly used as a pressure tool and a combo extender. Raw usage in neutral is typically not recommended, as it considerably expands Eddie's hurtbox forwards.

When blocked, locks the opponent in enough blockstun to set up Zato's signature F-ShikiSometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. Buzzsaw mixup. Details

Level Proration RISC+ RISC-
2 2 8
  • Summon Gauge:-1800
  • [ ] Values for Eddie not summoned &gt
  • 236K

Anti-air Attack

]S[ while summoned

Damage Guard Startup Active Recovery On-Block Invuln
50 Mid 9[20] 12 50
[Total 38]
[+15]

Eddie's anti-air. Consumes approx. 20% of Eddie Gauge.

Possibly the single strongest anti-air move in the game in a vacuum. Covers an incredible amount of vertical space.
Aside from anti-air purposes, ]S[ can also be used as a frametrap; 5H/2H > ]S[ has a 2f gap, and has massive reward on counterhit. Example

Used in an incredibly easy Option SelectA technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. - inputting 623S (tap S) while Eddie is summoned and on top of the opponent. If the opponent stays blocking, they will get command grabbed. If they jump, Nobiru will catch it.

Level Proration RISC+ RISC-
4 2 6
  • Summon Gauge:-1200
  • [ ] Values for Eddie not summoned &gt
  • 236S

Shadow Dive

]H[ while summoned

Damage Guard Startup Active Recovery On-Block Invuln
Total 41 1~35 Summon Invulnerable

Eddie dips underground for a set period of time while advancing forwards. Consumes approx. 11% of Eddie Gauge.

Full Invulnerability begins on frame 1. Offers very strong maneuverability around opponents' projectiles and pokes.

Eddie's movement speed during ]H[ is slightly faster than its walk speed, making it useful after certain knockdown situations for setting up sandwich pressure.

Level Proration RISC+ RISC-
  • Summon Gauge:-720

Drill Special

]D[ while summoned

Damage Guard Startup Active Recovery On-Block Invuln
34×3 Low / Air,Mid / Air×2 146 36(3 Hit) (Summon Vanishes)

Chou Doriru! Eddie turns into a land mine(?). After a set period of time, it transforms into a very big Invite Hell. Consumes 100% of Eddie Gauge.

The first hit must be blocked low, and is used to perform Zato's unblockable. Usage of this move for anything other than unblockables is highly inadvisable due to the extreme startup and gauge costs. Unblockable Setup Example

  • When the unblockable is performed correctly (Drill and jump normal hit on the same frame), the Drill is registered before the jump normal.
  • Thusly, Low Blitz is an effective counter to Zato's unblockable. However, Zato can slightly delay ]D[ in order to connect the overhead first, effectively forcing a 50/50 between High and Low Blitz.
Level Proration RISC+ RISC-
2 Initial: 85% 10 7
  • Summon Gauge:-6000
  • [ ] Values for Eddie not summoned &gt
  • 236D

Dead Man's Hand

214D while summoned

Damage Guard Startup Active Recovery On-Block Invuln
0, 55 Ground Throw 30 Summon Total 77

Eddie's command grab.

Very slow startup, drains a huge chunk of Eddie Gauge, has horrible combo proration, and loses both the corner and the knockdown (unless 50 meter is spent on ExecutorGGXRD Zato Executor.pngGuard:
All
Startup:
8+5
Recovery:
0 After Landing
Advantage:
-
). Has niche use cases in tandem with Zato in order to make escaping more difficult, but still suffers from exceptionally poor reward. Example

However, this move is useful for an entirely different application - Unsummoning while this move is ongoing allows Eddie to be Recalled, even if it completely depletes the Eddie Gauge. This is not the case with any other Eddie move, and is a property unique to Dead Man's Hand. DMH Unsummon Example

Level Proration RISC+ RISC-
0 Forced: 50% NA 6,0
  • Summon Gauge:-2100
  • When Summon Gauge is above 50%, damage is 0, 65

Damned Fang

623S

Damage Guard Startup Active Recovery On-Block Invuln
92 Ground Throw: 122500 6 Whiff Total: 43F +62

Command grab. Massive frame advantage of +62, buying enough time to set up BuzzsawGGXRD Zato TraversingAttack.pngGuard:
All
Startup:
14[25]
Recovery:
66
[Total 38]
Advantage:
[+26]
mixups. Can be combo'd into 5P and 2K (and situationally, 2D) in the corner.

Damned Fang has a very long animation on success, which serves two purposes:

  • Refilling the Eddie Gauge, should it not be full.
  • Positioning Eddie to use ]D[ and set up an unblockable. Example
Level Proration RISC+ RISC-
0 Forced: 50% NA 6,0
  • Stun value: 46

Drunkard Shade

214S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 9 10 10 -6 1~18 Throw
3~18 Reflect

A close ranged attack that reflects certain projectiles on contact.

Wall bounces the opponent on counterhit if close enough to the screen's edge.

Drunkard Shade can reflect the following projectiles:

icon Gunflame (236P)GGXRD Sol GunFlame.pngGuard:
All
Startup:
20
Recovery:
Total 50
Advantage:
-4

icon Stun Edge (236S)GGXRD Ky StunEdge.pngGuard:
All
Startup:
10
Recovery:
Total 46
Advantage:
-10
/ Charged Stun Edge (236H)GGXRD Ky ChargedStunEdge.pngGuard:
All
Startup:
38
Recovery:
Total 69
Advantage:
+14
/ Aerial Stun Edge (j.236S/j.236H)GGXRD Ky AirStunEdge.pngGuard:
All
Startup:
21
Recovery:
41+14 Landing
Advantage:
+2
(Fortified Stun Edge cannot be reflected)
icon Don't Miss It! (214P)GGXRD May DontMissIt.pngGuard:
All
Startup:
37
Recovery:
Total 45
Advantage:
-
/(214K)GGXRD May DontMissIt.pngGuard:
All
Startup:
37
Recovery:
Total 55
Advantage:
-

icon Tandem Top (236S)GGXRD Millia TandemTop.pngGuard:
All
Startup:
11
Recovery:
Total 38
Advantage:
-1
/(236HGGXRD Millia TandemTop2.pngGuard:
All
Startup:
60
Recovery:
Total 35
Advantage:
-
)
icon Ball HitGgxrd venom ballhit.pngGuard:
All
Startup:
1
Recovery:
-
Advantage:
-
(Only reflects balls in motion; includes QV-charged balls)
icon Antidepressant Scale (214PGGXRD Ino AntidepressantScale.pngGuard:
All
Startup:
18
Recovery:
Total 50
Advantage:
-12
/(j.214P)GGXRD Ino AntidepressantScale.pngGuard:
All
Startup:
15
Recovery:
Until Landing
Advantage:
-
/ Chemical Love (214K)GGXRD Ino ChemicalLoveK.pngGuard:
All
Startup:
11
Recovery:
13+8 After Landing
Advantage:
+3
/(j.214K)GGXRD Ino ChemicalLoveK.pngGuard:
All
Startup:
11
Recovery:
12 After Landing
Advantage:
-
/ Vertical Chemical Love (214S)GGXRD Ino ChemicalLoveS.pngGuard:
All
Startup:
11
Recovery:
11+9 After Landing
Advantage:
-4
/(j.214S)GGXRD Ino ChemicalLoveS.pngGuard:
All
Startup:
11
Recovery:
8 After Landing
Advantage:
-

icon Cassius (214P)GGXRD Ramlethal Cassius.pngGuard:
All
Startup:
19
Recovery:
Total 46
Advantage:
-1

icon Graviert Wurde ([4]6S)GGXRD Leo GraviertWurde.pngGuard:
All
Startup:
10
Recovery:
36(46T)
Advantage:
-8
/([4]6H)GGXRD Leo 46H.pngGuard:
All
Startup:
35
Recovery:
(72T)
Advantage:
+11

icon Tuning Ball (236S)GGXRD-R Haehyun TuningBall.pngGuard:
All
Startup:
12
Recovery:
Total: 48
Advantage:
-16
/(236H)GGXRD-R Haehyun TuningBall.pngGuard:
All
Startup:
38
Recovery:
Total: 69
Advantage:
+22

icon Schmerz Berg (236P)GGXRD-R Raven SchmelzBerg.pngGuard:
All
Startup:
13
Recovery:
36 + landing 12
Advantage:
-9
/ Gebrechlich Licht (j.236P/j.236K)GGXRD-R Raven GebraeuchlichLicht.pngGuard:
All
Startup:
21
Recovery:
Total 45 + landing 8
Advantage:
-4

icon YashagatanaGGXRD Baiken Yashagatana.pngGuard:
All
Startup:
33
Recovery:
Total 48
Advantage:
+5

Level Proration RISC+ RISC-
2 10 7

Shadow Gallery

j.41236S

Damage Guard Startup Active Recovery On-Block Invuln
40,25 All 7 After Landing 6(12)3 24+3 After Landing -31 7~Until 1st Landing Strike

Air-only 2-hit special move. Mostly a combo tool.

Second hit knocks down midscreen. If the opponent hits the corner, they will wallsplat and can usually be combo'd further (depending on the travel distance prior to the wallsplat). Can also be used in tandem with Eddie to bait responses such as Burst and Dead Angle Attacks. Example

Note that Zato is vulnerable to throws for the entire duration of this move, and can be ground/air thrown at any point of time. Example

Level Proration RISC+ RISC-
3 14 6
  • Startup changes based on height off ground

Flight

Double jump

Tapping up while in the air results in Flight, rather than a Double Jump. Zato can somewhat freely maneuver in the air for a brief duration.

Flight enables and is essential for Zato's BuzzsawGGXRD Zato TraversingAttack.pngGuard:
All
Startup:
14[25]
Recovery:
66
[Total 38]
Advantage:
[+26]
F-Shiki mixup.

Also sees use in baiting anti-airs and stalling time for Eddie Gauge to replenish.

Overdrives

Amorphous

632146H or 632146D

Damage Guard Startup Active Recovery On-Block Invuln
72×2 [90×2] Mid 10+5 9(2 Hit) 28 -17 1~12 Strike
[1~12 Full, 13-20 Throw]

Zato's one and only invincible reversal attack, albeit not a very good one. Strike invulnerability runs out 3 frames before active frames, though hitting Zato does not remove Amorphous.

Has slow startup frames, a blind spot directly in front of Zato, and has no initial throw invulnerability. However, due to its rather large amount of pushback, punishing this super on block can be very difficult for most characters.

  • Can be YRC'd.
Level Proration RISC+ RISC-
2 10 7
  • Values in [ ] are for Burst version

Executor

j.236236S

Damage Guard Startup Active Recovery On-Block Invuln
14×N All 8+5 Until Corner 0 After Landing 8 Strike

Air-only super. Combo tool only. (Unless...)

Can carry opponents from corner to corner, dealing more damage the longer it travels. Guarantees a knockdown.

Using this super at an insufficient height may lead to disaster. Caution advised.

Level Proration RISC+ RISC-
2 10 3

Great White

632146S while summoned

Damage Guard Startup Active Recovery On-Block Invuln
30×3 All 6 After Searching for Opponent 17 Total 22

Eddie transforms into a large shark and dives underground. It then traverses towards the opponent and leaps into the air when in horizontal proximity. Repeats for a total of 3 reps.

Cannot be easily airteched on hit. In many cases, somehow manages to deal worse damage than meterless variants of combos that involve Great White.

Potentially has some very niche uses as a method of closing rounds against opponents with very low health, and works well in tandem with Break the LawGGXRD Zato BreakTheLaw.pngGuard:
-
Startup:
13
Recovery:
Total 29(Maximum 169)
Advantage:
-
. But really, just spend that meter elsewhere.

  • Consumes 50% of total Eddie Gauge
  • Attacks 3 times regardless of the amount of Eddie Gauge available at the time of activation.
  • If usage of Great White does not entirely deplete the Eddie Gauge, Eddie remains summoned after the super's completion.
Level Proration RISC+ RISC-
3 Forced: 80% 10 7
  • Summon Gauge:-3000
  • Eddie appears summoned after Great White ends if Summon Gauge is not empty

Instant Kill

Guzmania Magnifica

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
DESTROY All 9+21
[5+18]
12 23 -18 9~41 Full
[5~34 Full]

Can be combo'd into through various routes during Hellfire. (]K[ > IK Activate > IK), (Damned Fang > IK Activate > IK), (Dead Man's Hand > IK Activate > IK), (Corner Shadow Gallery > RRC > IK Activate > IK), ...

Level Proration RISC+ RISC-
3 14 6
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 68F [5F+5F]

Navigation

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