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Normal Moves
5P
Zato's fastest normal. Has good range for a 5P, and can combo into 2D for knockdown and okizeme.
Can situationally be used as an anti-air - for example, against I-no's hover dash or Raven's airdash.
5P is a fairly safe roundstart opener that can also cleanly beat specific moves from the opponent, such as Johnny's Coin.
5K
Standing low with decent range. One of the 2 jump cancel-able lows Zato has, alongside 2D.
While 2K has 1f faster startup, 5K is often used as the empty jump low option during flight mixups.
c.S
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, counterhit 2H, and counterhit j.D).
f.S
Primarily a combo/blockstring tool. 50 tension is required in order to combo into knockdown (fS > 2S > RRC > 22H).
Can gatling into the next normal after any of its 4 hits, allowing for modular spacing at which to end your combos and blockstrings.
Being a multi-hit normal, fS can be very effective against moves with armor (most notably, Potemkin's Hammer Fall).
- added As of Ver.2.10, can gatling into 6H.
5H
Another move with multiple (3) hits. Unlike in XX, the 3rd hit can be special cancelled.
Needs proper spacing for a 22S/22H knockdown. Without running momentum, certain gatlings into 5H will leave a gap and fail to combo.
2P
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 its hitbox.
2K
Candidate for Zato's best normal. 2K is one of his only plus-on-block normal alongside 5H, and great for setting up throws.
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.
- added As of Ver.2.10, gatlings into 5D.
2S
Zato's main ground-to-ground poke normal. Decent range, but has a somewhat lengthy startup and recovery.
2S's (rather large) hurtbox appears well before its hitbox, making it risky to throw out carelessly in neutral.
Can combo into 22H for a knockdown if you either Eddie is summoned or on counterhit.
Additionally, this move enables Zato to establish mind games between frametrap 22H or 236H summon.
2H
Primarily used as a pressure tool (frametraps into Summon > Nobiru) and as a preemptive anti-air.
Counterhit 2H guarantees a knockdown. Works well in tandem with Eddie as a frametrap tool, and can catch jump outs in the corner.
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 knocks down on counterhit.
Also similarly to 2S, 2H is often YRC'd in order to prevent it from being whiffpunished.
j.P
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.
j.K
Covers a decent range. Begins Zato's F-Shiki Mawaru mixups using its jump-cancellable property.
j.S
Covers a unique range. The hitbox reaches well below Zato, but also extends way upwards after a few frames.
Like j.K, j.S can begin Zato's F-Shiki Mawaru mixups thanks to the newly added jump-cancellable property of Patch 2.10.
Good normal to use after IADs - can knockdown standing opponents via IAD > j.S > j.H > 5P > 2D.
j.S hits slightly behind Zato and can therefore be used to crossup the opponent in niche situations.
- added As of Ver.2.10, can be jump-cancelled.
j.H
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).
j.D
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 may be given enough time to airtech.
6P
One of Zato's primary anti-airs. Has upper body invulnerability on frames 1-16.
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.
6K
Overhead. Staggers on hit. Can't really do anything off of it without meter or if you have Eddie set up prior to using it. You can use either -K- or -P- to combo from it. If the opponent doesn't recover in time you can hit them with 5p and combo into knockdown. Note that it is not special cancelable so unless you have 25% tension or Eddie to cover, you are committed to it.
6H
The big arm. Has a pretty bad hit box due to the hurt box coming out before its hitbox. Can be used as an Anti air but situational. On CH it gives knockdown. The downsides are slow start up and very bad on block. Not used as much as 6p or 2h. Mostly used in tandem with Eddie to catch jump outs depending on the spacing but you're mostly better off doing either 2H or even jD.
2D
Basic sweep. Jump/special cancelable and is slightly disjointed by the tip of the foot. Gives Zato knockdown and good oki options. Can be followed up with a 22S/236H on block for a high risk/reward drill/summon system. Can use it after Damned Fang to combo on certain characters such as Johnny, Faust, Potemkin, Haehyun and Axl.
5D
Combo filler. Can be used after a shadow -K- to do massive amounts of damage or can link from Eddie -p- to converse Eddie meter and still keep damage up. Also has frames 1~51 Foot invulnerably. Can do very interesting combos with raw midscreen side Dust in tandem with Eddie due to the properties it has, so combos such as 5D>6>6H>236S>2H>214S>-S->2H, 214S>-S->2H>214S>-S->2H>236H work.
Universal Mechanics
Ground Throw
Normal throw. You are almost +40 off of it. Perfect for summoning. Can follow up in the corner with 2k 5fs 22s for more damage and summon.
Air Throw
Grants knockdown in the corner. Can summon or do meaty drill for pressure.
Dead Angle Attack
Same animation as 2H. Can be low profiled very easily and can be baited just as easy. It can be good to get the other person off you and summon the shadow.
Blitz Attack
One of Zato's few reversal options. Max Charge against a cornered opponent leads into SG loops.
Special Moves
Invite Hell
22S/H
The drills. Low hitting move. 22s hits closer to Zato than 22h. Both can be used for knockdown and meaty pressure. Each drill will also create a "puddle" of shadow which Eddie can be summoned from. This puddle can be destroyed if the opponent attacks it.
Break the Law
214[K]
Zato goes underground. A good defensive option if you YRC to decrease the recovery of it. With Eddie, you use this for different pressure mix ups and even in neutral so they have to deal with just the shadow.
Summon Eddie (Recall)
236P/K/S/H
The summon. The Staple of Zato. If you do 236P/K/S Eddie will come out and do an attack. If you do 236H Eddie will come out and do nothing. If 236P/K/S/H is done with the shadow out the shadow will be called back and regenerate the shadow gauge.
- as of 2.10, unsummon doesn't take Eddie meter if you release P, K or S while unsummoning
Shadow Puddle Shadow Summon
214H
Summon from the puddle. The shadow will come out in the spot the drill was. No moves will be done straight from the summon. Consumes shadow gauge to preform.
Small Attack
Release P with Shadow
Shou! This attack moves Eddie forward, allowing for more space control. It's great for when you have the opponent sandwiched and can be very strong to keep them in block stun with 2K -P-. Similar pressure is possible even with Eddie and Zato on the same side as the opponent, but requires a microdash from Zato during each release -P- to maintain. If you opponent is expecting a -K- then you can do a -P- 623s to catch them off guard.
Traversing Attack (Mawaru)
Release K with Shadow
Mawaru! The buzz saw. The best to make your opponent be in block stun. It allows you to perform a fuzzy mix up and allows you to combo into 5d. Much stronger when preformed meaty, as defenders can trade with the move as it comes at them in neutral, killing Eddie while taking very little damage and at very little risk for a strong punish from Zato.
Anti-Air Attack (Nobiru)
Release S with Shadow
Nobiru! Eddie's anti-air. Can be used to control space, as a launcher and combo-filler for air-combos, and has an OS with Damned Fang (catches attempts to jump out of command throw). Used to control vertical space alongside Shou controlling horizontal space. Very useful for frame trap pressure and combo extensions, especially in the corner.
Shadow Puddle
Release H with Shadow
The shadow goes underground for a small amount of time. Can be used to move the shadow forward and avoid attacks.
Drill Special
Release D with Shadow
The shadow goes into the ground and later comes out with a very big invite to hell. Hits low and can be used in unblockables. Drains all of the shadow gauge so it is only used in combos. When unblockable is preformed correctly, the low hit will always connect first, making a low blitz an effective response. -D- can be delayed slightly in anticipation of this to make Zato's overhead connect first.
Dead Man's Hand
214D with Shadow
Eddie command grab. This move is very slow and drains a lot of shadow gauge. However, it has a couple of interesting properties that make it an excellent move to use. As long as you have the opponent in hitstun or blockstun, you can unsummon the shadow even when it is in recovery and gain Eddie meter back without losing usage of the shadow. You can use this in a bunch of set ups that leave you at advantage such as 5P>2K ~ 214-D- >2H. If the opponent doesn't jump out, they get hit with the command grab. If they jump out, they can get hit with the 2H and you can unsummon and gain full meter back.
Damned Fang
623S
Command grab. Best special move that doesn't involve the shadow. If it hits you are +63. Can combo in the corner.
Damned Fang has a very long animation, which serves two purposes:
- Refilling the Eddie gauge if you unsummon.
- Allowing you time to position Eddie to use -D-, fly with Zato, and set up an unblockable.
Drunkard Shade
214S
Reflects specific projectiles. Frames 1-18 throw invulnerably and reflects stuff frames 3-18. Wall bounces on counter hit.
Reflectable projectiles include:
- Sol's Gunflame
- Ky's Stun Edge S and H (Fortified versions cannot be reflected.)
- May's beach ball P and K
- Millia's Tandem Top S and H
- Venom's cue balls (Including QV charged balls.)
- I-No's Antidepressant Scale
- I-No's Chemical Love K and S
- Leo's Graviert Wurde S and H
- Kum Haehyun's Tuning Ball S and H
- Raven's Needles
- Baiken's Yashagatana
Shadow Gallery
j.41236S
Air special move. Mostly used as combo filler but can be used for mix up with YRC and RC. Second hit knocks down depending on spacing. If it's midscreen it will usually knockdown, in very rare cases it won't because of screen spacing. Near the corner it will wall splat for additional combos. Can also be used in conjunction with Eddie to bait burst and dead angles.
Flight
double jump
Overdrives
Amorphous
632146H [632146D]
Zato's only real reversal. Not a very good one though. Slow start up and can easily be avoided as there is a dead zone directly in front of Zato. However it is actually kind of safe on block due to how far back it can push people. Be careful if you use it because if you get baited you will get hit. Shark is active when YRC'd. Strike invulnerable 1-12f.
- Burst Overdrive increases damage to 90×2 and improves invulnerable frames [1-12f fully invulnerable, 13-20f throw invulnerable]
Executor
j.236236S
Zato's air super. It can take someone corner to corner and gives knockdown. Perfect for getting a knockdown off of an air combo.
Great White
632146S with Shadow
The shark comes and hits the opponent. Can combo on hit. Also has uses to end the round with 50 tension left.
- As of 2.10, consumes 50% Eddie gauge, and if Eddie gauge remains after the move, Eddie appears summoned. Also now attacks 3 times no matter how much Eddie gauge left.
Instant Kill
Guzmania Magnifica
in IK mode: 236236H
- [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
- Uses the animation of the first hit of his 5H.
- Can combo into it in a corner j41236S>RC>IK activation>IK in Hellfire state.
- Additionally, Damned Fang RRC, Deadman's Hand, and Mawaru in the corner will lead to IK