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*All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used. | *All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used. | ||
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated. | *Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated. | ||
*As Zato's combos are very different depending on whether or not Eddie is summoned, Solo Zato combos will be listed first and then conversions possible with Eddie will be listed second. | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|+ | |+{{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|3|c.S}} Solo Zato | ||
|- | |- | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | |||
|- | |- | ||
| | | '''{{clr|1|5P}} > {{clr|3|c.S}} > {{clr|5|2D}} -> [{{clr|4|236H}} to summon Eddie when possible]''' || Anywhere || 48 || 3-5% || All || [1] {{clr|6|Very Easy}} || Basic hit confirm. Tap {{clr|1|5P}} {{clr|3|c.S}} and then end on {{clr|5|2D}} on hit and continue into {{clr|3|f.S}} on block. | ||
| | |||
|- | |- | ||
| '''{{clr|1|5P}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|22H}}''' || Midscreen || 108 || 5-7% || All || [1] {{clr|6|Very Easy}} || Highest damage possible off these starters without running momentum. Prioritize knockdown, but use this combo if needed to finish a round. | |||
|- | |||
| '''Dash -> {{clr|1|5P}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|5H(3)}} > {{clr|4|22H}}''' || Anywhere || 130 || 18-20% || All || [2] {{clr|7| Easy}} || {{clr|2|2K}} will also work as a starter for this combo. Dash is necessary unless the opponent is directly in front of Zato, as the first active will whiff otherwise, causing the combo to drop. | |||
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*Additionally, the standard Solo Zato knockdown combo ('''{{clr|1|5P}} > {{clr|3|c.S}} > {{clr|5|2D}} -> [{{clr|4|236H}} to summon Eddie when possible]''') is ideal after any jump in sequence, such as IAD > {{clr|3|j.S}} > {{clr|4|j.H}}. Omit the {{clr|3|c.S}} in order to ensure that {{clr|5|2D}} will connect with the opponent at all ranges. | |||
==Combo Theory== | ==Combo Theory== |
Revision as of 23:15, 22 February 2021
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Overview | Combos | Strategy/Counter Strategy | Okizeme | Full Frame Data | Forums | Videos |
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
- Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
- As Zato's combos are very different depending on whether or not Eddie is summoned, Solo Zato combos will be listed first and then conversions possible with Eddie will be listed second.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5P > c.S > 2D -> [236H to summon Eddie when possible] | Anywhere | 48 | 3-5% | All | [1] Very Easy | Basic hit confirm. Tap 5P c.S and then end on 2D on hit and continue into f.S on block. |
5P > c.S > 2H > 22H | Midscreen | 108 | 5-7% | All | [1] Very Easy | Highest damage possible off these starters without running momentum. Prioritize knockdown, but use this combo if needed to finish a round. |
Dash -> 5P > c.S > 2S > 5H(3) > 22H | Anywhere | 130 | 18-20% | All | [2] Easy | 2K will also work as a starter for this combo. Dash is necessary unless the opponent is directly in front of Zato, as the first active will whiff otherwise, causing the combo to drop. |
- Additionally, the standard Solo Zato knockdown combo (5P > c.S > 2D -> [236H to summon Eddie when possible]) is ideal after any jump in sequence, such as IAD > j.S > j.H. Omit the c.S in order to ensure that 2D will connect with the opponent at all ranges.