GGXRD-R2/Zato-1: Difference between revisions

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Has some unique use cases apart from {{clr|1|5P}} due to the lower positioning of the hitbox and hurtbox.
Has some unique use cases apart from {{clr|1|5P}} due to the lower positioning of the hitbox and hurtbox.


[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|5K}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}



Revision as of 00:24, 13 November 2022

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.

 Zato-1  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.
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-R2 Zato-1 Portrait.png
Defense
x1.09
Guts Rating
0
Weight
[100] Medium
Stun Resistance
60
Prejump
3F
Backdash
16F (1~7F invuln)
Wakeup Timing
25F (Face Up)/ 22F (Face Down)
Unique Movement Options
Flight
Fastest Attack
Reversals
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

5K

c.S

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20×4 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.pngGuardMidStartup18[31]Recovery33Advantage-16.

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

5H

5D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
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.pngGuardLow[Unblockable]Startup25[29]RecoveryTotal 54Advantage-11 (Example).

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

6P

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 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.

On hit, should you be willing to spend meter, RRC > Damned FangGGXRD Zato DamnedFang.pngGuardGround Throw: 122500Startup6RecoveryWhiff Total: 43FAdvantage+62 or 5D6 are excellent options to stall for Eddie gauge recovery.

  • Zato cannot gatling into 6K from any normal

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
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.pngGuardAllStartup21RecoveryTotal 43Advantage- (bomb bag) to explode in range of himself).

2P

2K

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
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.

Given the above downsides, this move is sometimes Roman Cancelled as an OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did.:

  • If 2S whiffs, a YRC is produced and cuts short its lengthy recovery.
  • If 2S lands, a RRC is produced and allows for hitconfirming into 22H, run up 2D, and so on.

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

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 Mid 11 6 19 -6

Primarily used as a pressure tool (frametraps into Summon > NobiruGGXRD Zato AntiAirAttack.pngGuardMidStartup9[20]Recovery50
[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.

Also similarly to 2S, 2H is often YRC'd in order to prevent it from being whiffpunished.

Gatling Options: 5D, 2D

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 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.pngGuardAllStartup7 After LandingRecovery24+3 After LandingAdvantage-31 > ... Example

2D > Break the LawGGXRD Zato BreakTheLaw.pngGuardStartup13RecoveryTotal 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.

j.P

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18 High / Air 7 6 11

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

Begins Zato's F-Shiki Sometimes 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.pngGuardAllStartup14[25]Recovery66
[Total 38]
Advantage[+26]
mixups using its jump-cancellable property.

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

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 High / Air 7 12 12

Covers a unique attack range, starting beneath Zato and extending in front of him.

Like j.K, j.S can begin Zato's F-Shiki Sometimes 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.pngGuardAllStartup14[25]Recovery66
[Total 38]
Advantage[+26]
mixups thanks to its jump-cancellable property. j.S also hits slightly behind Zato and can therefore be used to crossup the opponent in niche situations.

Outside of mixups, it's a good normal to use after IAD An 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.s as it can knockdown standing opponents via IAD > j.S > j.H > 5P > 2D.

  • Can be jump-cancelled.

j.H

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
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.

On regular hit, buys enough time for Zato to run forwards and summon Eddie.
On counterhit, a knockdown is guaranteed as long as the opponent does not hit the wall. If the opponent does hit the wall, a wallbounce will occur and consequently the opponent may be given enough time to airtech.

Also sees very common use as a combo ender.

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
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 ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 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 GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
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. Differences between the two versions end here; 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 leave behind a puddle, which - as a side note - has merit on its own despite the meter cost.

Break the Law

214K (Hold OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
13 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.

Summon Eddie (Recall)

236P/K/S/H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Eddie Summon Total 38
Eddie Unsummon Total 33

Summons Eddie.

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.

If 236P/236K/236S/236H is performed while Eddie is summoned, it will be unsummoned.

Be advised that Zato is in counterhit state for the entire duration of this move, and is especially vulnerable to IADs/other approaches during unsummon.

  • Unsummon does not deplete Eddie meter if the P, K, or S buttons are released while unsummoning.

Shadow Puddle Eddie Summon

214H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
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.

Small Attack

]P[ while summoned

Traversing Attack

]K[ while summoned

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20×3[20] All 14[25] 29(3 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-Shiki Sometimes 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

Anti-air Attack

]S[ while summoned

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
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 Select A 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.

Shadow Dive

]H[ while summoned

Drill Special

]D[ while summoned

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34×3 Low / Air, All×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.

Dead Man's Hand

214D while summoned

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
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.pngGuardAllStartup8+5Recovery0 After LandingAdvantage-). 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

Damned Fang

623S

Drunkard Shade

214S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 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)
icon Stun Edge (236S/236H), Air Stun Edge (j.236S/j.236H) [Fortified Stun Edge cannot be reflected.]
icon Don't Miss It! (214P/214K) [Beachball]
icon Tandem Top (236S/236H)
icon Ball Hit [Only reflects balls in motion; includes QV-charged balls]
icon Antidepressant Scale (214P), Chemical Love (214K/214S)
icon Cassius (214P) [Anti-air projectile]
icon Graviert Wurde ([4]6S/[4]6H) [Charge Fireball]
icon Tuning Ball (236S/236H)
icon Schmerz Berg (236P), Gebrechlich Licht (j.236P/j.236K) [Needles]
icon Yashagatana [projectile followup to Azami, Suzuran]

Shadow Gallery

j.41236S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
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

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.pngGuardAllStartup14[25]Recovery66
[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 GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
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.

Executor

j.236236S

Great White

632146S while summoned

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30×3 All 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.pngGuardStartup13RecoveryTotal 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.

Instant Kill

Guzmania Magnifica

During IK Mode: 236236H

Navigation

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

GGXRD-R2/Navigation