GGXRD-R2/Zato-1/Combos: Difference between revisions

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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"
|+ ___ starter
|+{{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|3|c.S}} Solo Zato
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|-
! # !! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! 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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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
AN =  Answer
AX =  Axl Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1

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.
5P/2P/5K/c.S Solo Zato
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.

Combo Theory

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