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Revision as of 09:18, 14 December 2021
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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 |
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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.