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

From Dustloop Wiki
No edit summary
No edit summary
Line 32: Line 32:
==Navigation==
==Navigation==
{{#lst:GGXRD-R2/Zato-1/Data|Links}}
{{#lst:GGXRD-R2/Zato-1/Data|Links}}
{{Navbar-GGXRD-R2}}
{{#lst:GGXRD-R2/Navigation}}

Revision as of 09:18, 14 December 2021

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

Video Examples

Navigation

GGXRD-R2/Navigation