GGXRD-R2/Zato-1

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Overview

Template:CharaOverview

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

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

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

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

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

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

j.K

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

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

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

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

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

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

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

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

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

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

Air Throw

Dead Angle Attack

Blitz Attack

Special Moves

Invite Hell

22S/H

Break the Law

214[K]

Summon Eddie (Recall)

236P/K/S/H

Shadow Puddle Shadow Summon

214H

Small Attack

Release P with Shadow

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

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

Anti-Air Attack (Nobiru)

Release S with Shadow

Shadow Puddle

Release H with Shadow

Drill Special

Release D with Shadow

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

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

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 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

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

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

Flight

double jump

Zato has flight mode instead of double jump. He can briefly fly around the screen. This is helpful for escaping the corner and stalling time for Eddie to recover. Huge staple in Zato's mix up, allowing him to perform his fuzzy guard mix ups.

Overdrives

Amorphous

632146H [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

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

Great White

632146S with Shadow

Instant Kill

Guzmania Magnifica

in IK mode: 236236H

External References

Navigation

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

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