<?xml version="1.0"?>
<rss version="2.0"><channel><title>Zato-1 Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/291-zato-1/</link><description>Zato-1 Latest Topics</description><language>en</language><item><title>[Xrd] Zato - Videos thread</title><link>https://www.forums.dustloop.com/forums/topic/8357-xrd-zato-videos-thread/</link><description><![CDATA[
<p>Post videos of (decent) Zato players here!</p><p>
</p><p>
</p><p>
VS Sol:</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=UkvENUnN83M#t=61m47s</a></p><p>
<a href="" https: rel="external nofollow">https://www.youtube.com/watch?v=aaffcsHR2N4#t=38m22s</a> x2</p><p>
</p><p>
VS Ky:</p><p>
<a href="" http: rel="external nofollow"><strong>http://www.youtube.com/watch?v=KqIUb2KOegs</strong></a><strong> - Ogawa (Zato) vs Machaboo (Ky) - Part 1</strong></p><p>
<a href="" http: rel="external nofollow"><strong>http://www.youtube.com/watch?v=15of53SksIo</strong></a><strong> - Ogawa (Zato) vs Machaboo (Ky) - Part 2</strong></p><p>
<a href="" http: rel="external nofollow"><strong>http://www.youtube.com/watch?v=3jontEx44r4#t=5m25s</strong></a><strong> - Ogawa (Zato) vs Machaboo (Ky) - Part 3</strong></p><p>
<a href="" http: rel="external nofollow"><strong>http://www.youtube.com/watch?v=o16HNAPMXss</strong></a><strong> - Ogawa (Zato) vs Machaboo (Ky) - Part 4</strong></p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=p7jSBcX9IX0#t=5m17s</a></p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=p7jSBcX9IX0#t=9m41s</a></p><p>
</p><p>
VS May:</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=UkvENUnN83M#t=6m53s</a></p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=UkvENUnN83M#t=10m30s</a></p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=UkvENUnN83M#t=52m13s</a></p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=UkvENUnN83M#t=69m9s</a></p><p>
</p><p>
VS Millia:</p><p>
<a href="" https: rel="external nofollow">https://www.youtube.com/watch?v=aaffcsHR2N4#t=63m36s</a> x5</p><p>
</p><p>
VS Zato:</p><p>
</p><p>
VS Potemkin:</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=UkvENUnN83M#t=19m53s</a></p><p>
<a href="" https: rel="external nofollow">https://www.youtube.com/watch?v=aaffcsHR2N4#t=13m41s</a> x2</p><p>
<a href="" https: rel="external nofollow">https://www.youtube.com/watch?v=aaffcsHR2N4#t=52m16s</a> x3</p><p>
</p><p>
VS Chipp:</p><p>
</p><p>
VS Faust:</p><p>
<a href="" http: rel="external nofollow"><strong>http://www.youtube.com/watch?v=kgiXB2MXLP0</strong></a><strong> - Ogawa (Zato) vs Nemo (Faust) - Part 1</strong></p><p>
<a href="" http: rel="external nofollow"><strong>http://www.youtube.com/watch?v=3jontEx44r4</strong></a><strong> - Ogawa (Zato) vs Nemo (Faust) - Part 2</strong></p><p>
</p><p>
VS Axl:</p><p>
</p><p>
VS Venom:</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=x-MD9QNxmlM#t=18s</a></p><p>
</p><p>
VS Slayer:</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=p7jSBcX9IX0#t=2m44s</a></p><p>
</p><p>
VS I-No:</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=UkvENUnN83M#t=14m18s</a></p><p>
</p><p>
VS Bedman:</p><p>
<a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=p7jSBcX9IX0#t=15s</a></p><p>
<a href="" https: rel="external nofollow">https://www.youtube.com/watch?v=aaffcsHR2N4#t=3m23s</a> x3</p><p>
<a href="" https: rel="external nofollow">https://www.youtube.com/watch?v=aaffcsHR2N4#t=21m21s</a> x4</p><p>
<a href="" https: rel="external nofollow">https://www.youtube.com/watch?v=aaffcsHR2N4#t=46m44s</a> x2</p><p>
</p><p>
Bonus:  Story mode - with subs: <a href="" http: rel="external nofollow">http://www.youtube.com/watch?v=ioqhGF-CbzM</a></p><p>
</p><p>
</p><p>
There is also an index of videos located here: <a href="" http: rel="external nofollow">http://horibuna.web.fc2.com/GGXrd/GGXrd_ZT.html</a></p><p>
You'll need a nicovideo account to watch most of these, though - or use mmcafe's nicovideo redirector here: <a href="" http: rel="external nofollow">http://www.mmcafe.com/nico.html</a></p>
]]></description><guid isPermaLink="false">8357</guid><pubDate>Mon, 24 Feb 2014 08:04:25 +0000</pubDate></item><item><title>[Xrd] Zato - General discussion and changes list</title><link>https://www.forums.dustloop.com/forums/topic/8356-xrd-zato-general-discussion-and-changes-list/</link><description><![CDATA[
<p>Okay let's get this forum moving.  Zato looks pretty strong in Xrd, so let's get some basic info about him out there!</p><p>
</p><p>
Basically, Zato (formerly Eddie) is a 'puppet' character who needs to summon his shadow, which acts as a secondary character you control, to be effective.  With the shadow, you're able to control a large amount of space and set up pressure and mixup on your opponent.</p><p>
</p><p>
Since Zato's basic moveset is based heavily around his #Reload incarnation, you can check out <a href="" http: rel="external nofollow">poon's guide</a> to check out what to expect in terms of gameplay, combos, and the mindset you'll need when playing Zato in Xrd. </p><p>
</p><p>
</p><p>
Here are the changes I've noticed in Zato, compared to his AC+R self (with Shadow Weiss, aka. #Reload shadow):</p><p>
</p><p>
<span style="text-decoration:underline">General changes</span></p><p>
- Name has changed back to Zato <img src="https://www.forums.dustloop.com/uploads/emoticons/default_eng101.gif" alt=":eng101:"></p><p>
- Health remains on the low side of average, possibly slightly lower, but still higher than I-No who is in turn higher than Millia and Chipp.</p><p>
- Still has the downward angled air hitbox that can cause issues with certain moves to whiff when Zato is being comboed (eg. Sol's VV knockdown kick at some heights).</p><p>
- Air dash can no longer be aimed downward or upward and is back to XX/#R/Slash status.</p><p>
- Blocking animation reverted to pre-AC - wings are no longer spread out in the air, possibly smaller hitbox.</p><p>
- Can air block while flying without FD.</p><p>
- Shadow now stays out after the SLASH screen - it doesn't have a win pose unfortunately.</p><p>
</p><p>
<span style="text-decoration:underline">Normals</span></p><p>
- 5P, 5Sc, 5Sf, 5H, 5D, 2P, 2K, 2S, 2H, 6P, 6K, j.P, j.K, j.S, j.H are unchanged for the most part.  Some moves have gotten slightly smaller but no huge changes on these moves at first glance.</p><p>
- 5K now animates a little differently, he kicks with the inside of his leg similar to Ky's 5K.  Functionally seems the same as before though.</p><p>
- 2D looks visually different, almost looks like a shorter 2S now.  Range seems slightly nerfed from older games.</p><p>
- 6K slowed to ~24F startup, from 18F.  Now causes stagger, similar to in #R.  Unsure if this is special cancellable like in #R.</p><p>
- 6H looks somewhat slower on startup, but retains lots of untechable time on CH.</p><p>
- j.D has a new animation - now starts up faster (~9-10F), looks like it has more active frames, and hits slightly higher vertically.  If j.K-H hits on an air opponent (no matter how high), it looks like j.D should now always connect too.</p><p>
</p><p>
</p><p>
<span style="text-decoration:underline">Specials</span></p><p>
</p><p>
<strong>Invite Hell (22S / 22H)</strong></p><p>
- Now leaves behind a puddle, which you can use to summon the shadow from via 214H.</p><p>
- Visually different, they now have a second colour in the inner spiral of the drill (red by default).  Previously this was just a darker shade of whatever colour the drill was.</p><p>
- Can not YRC 22H in blockstrings for continued pressure, need to RC.</p><p>
- YRC 22H IAD j.S unblockables may not be possible due to old airdash.</p><p>
</p><p>
<strong>Shadow (236H / 214H)</strong></p><p>
- No longer has access to AC shadow attacks, just pre-AC.</p><p>
- Shadow can be summoned from puddles that are left behind from Invite Hell drills (214H)</p><p>
- Shadow move speed is greatly increased.  Easy to move the shadow behind the enemy and poke with -P- between Zato's normals, and move the shadow back in position during Zato's attacks.</p><p>
- Shoukougeki (Shadow P) appears to have faster recovery</p><p>
- Mawaru (Shadow K) looks mostly the same</p><p>
- Nobiru (Shadow S) is a new animation, starts up about the same or slightly slower than before.  Hitbox now has no horizontal reach, so the shadow has to be directly under the enemy for it to hit.  Has what looks to be the same untechable time as #R Nobiru on air hit, which allows for a simple hitconfirm with j.D from high up hits.  Still has huge untechable time on CH.</p><p>
- Drill Special (Shadow H) looks to be the same as before - although it is not known whether it is low, low, mid (old shadow H) or low, mid, mid (FB Drill Special) for the 3 hits.</p><p>
- Haneru (Shadow D) is now completely different - instead of being a slow overhead attack, it now hides the shadow for a short time, after which it reappears.  Looks useful to make the shadow evade certain death situations, or to allow you to release buttons without having the shadow attack.  Uses about the same gauge as a Shadow P attack.</p><p>
- Deadman's Hand (63214D) - New move - command grab.  Have yet to see it used, so no info on this.</p><p>
</p><p>
<strong>Damned Fang (623S)</strong></p><p>
- Recovers much faster after the explosion, allowing Zato to do midscreen Shadow -H- unblockables.  You even have enough time to run up and fly j.H to UB at midscreen now.</p><p>
- Looks visually different on whiff and on hit.  Two arms sprout out of Zato's body and grab the enemy.</p><p>
</p><p>
<strong>Break the Law (214K)</strong></p><p>
- Looks similar to #R and AC, where startup is fast and recovery is slow.  Can be made much more safe with YRC to cancel the recovery.</p><p>
- No longer has Shadow Gallery followup.</p><p>
</p><p>
<strong>Shadow Gallery (Air 41236S)</strong></p><p>
- 2nd hit now knocks down again, similar to pre-AC - but only at midscreen.</p><p>
- 2nd hit causes wall stick if close to a corner and is techable after the enemy slides down the wall a bit.</p><p>
</p><p>
More to be added as more videos surface.</p>
]]></description><guid isPermaLink="false">8356</guid><pubDate>Mon, 24 Feb 2014 07:39:03 +0000</pubDate></item><item><title>Zato-1 Ground Game: Combo/Pressure Advice and Assistance</title><link>https://www.forums.dustloop.com/forums/topic/11617-zato-1-ground-game-combopressure-advice-and-assistance/</link><description><![CDATA[
<p>I know I'm not the only one out there who is having a hard time consistently landing an kind of ground Eddie/Zato combos and uninterruptable pressure/resummoning tactics so I wanted to create a thread dedicated to it.  I think, in regards to execution, it is his hardest tech to grasp.  Please, if you can help, the assistance is much needed.  Any kind of video links/tutorials with commentary, personal advice, etc....</p><p>I think my most important question comes from his basic of ground combos,...  I seem to be having a hard time linking his normal with -p- into the next normal, ending with some kind of drill or -s-.    Its all so sloppy.   is there an easy bnb to try until I get the hang of these links, or any advice on linking his normals with -p-??</p><p> </p>
]]></description><guid isPermaLink="false">11617</guid><pubDate>Wed, 19 Aug 2015 03:28:04 +0000</pubDate></item><item><title>Zato Megathread - new to Zato? READ THIS FIRST</title><link>https://www.forums.dustloop.com/forums/topic/10366-zato-megathread-new-to-zato-read-this-first/</link><description><![CDATA[
<div><strong>This is still a WiP!</strong></div><div> </div><div>Table of Contents</div><div>                                                 1 Notation/Terminology</div><div>                                                 2 Introduction</div><div>                                                    2.1 Beginner's FAQ</div><div>                                                    2.2 Common Problems</div><div>                                                 3 Strategy</div><div>                                                    3.1 Solo Zato</div><div>                                                    3 2 Controlling Zato &amp; Eddie</div><div>                                                    3 3 What Eddie does for You</div><div>                                                    3 4 RIP Eddie</div><div>                                                    3 5 Okizeme</div><div>                                                    3 6 Eddie in neutral</div><div>                                                 4 Combos</div><div>                                                    4 1 Basic Zato</div><div>                                                    4 2 Basic Eddie</div><div>                                                    4 3 Advanced</div><div>                                                 5 Miscellaneous</div><div>                                                    5 1 Interactions</div><div> </div><div> </div><div> </div><div>1.) Notation/Terminology</div><div> </div><div>HOW DO I READ STUFF?</div><div>[ ]: hold button from this point onwards</div><div>- -: release button</div><div> </div><div>7 8 9</div><div>4 5 6 - directionals</div><div>1 2 3</div><div> </div><div><strong>j</strong>.p: <strong>jumping </strong>punch</div><div><strong>c</strong>.5S: <strong>close</strong> standing slash</div><div><strong>f</strong>.5S: <strong>far</strong> standing slash</div><div><strong>j7</strong>H: <strong>jump</strong> <strong>backwards</strong> hardslash</div><div> </div><div>Abare: random, unexpected hits and the conversion off them</div><div>Okizeme: attacks as a downed opponent wakes up into them</div><div>Neutral: both characters in a mid- to long-range scenario, usually fighting for space to get an opening on the other</div><div>Stagger: attacks that cause a reeling animation which has to be mashed out of</div><div> </div><div>DS: Drunkard Shade, 214S</div><div>DF: Damned Fang, 623S</div><div>SG: Shadow Gallery, j.41236S</div><div>tk.SG: tiger-knee Shadow Gallery, 412369(j.)S</div><div>BTL: Break the Law, 214K</div><div>Drill: 22S/H, Invite Hell</div><div>Remote Summon: 214H after Invite Hell pool set</div><div> </div><div>Shou: -P-, small attack</div><div>Mawaru: -K-, Idou/moving attack, Eddie yells "mawaru" coining the term</div><div>Nobiru: -S-, Taikuu/anti-air attack, Eddie yells "nobiru" coining the term</div><div>eddie BTL: -H-, Shadow Hole. Puddle in tribute to his old -H- in AC, used to refer to the button</div><div>eddie drill: -D-, Drill Special. Hanelu in tribute to his old -D- in AC, used to refer to the button</div><div> </div><div>IB: Instant Block</div><div>FD: Faultless Defense</div><div>DA: Dead Angle Attack</div><div>BS: Blitz Shield</div><div>Y/R/P RC: Yellow/Red/Purple Roman Cancel</div><div>IK: Instant Kill</div><div>D6: Dust Dash</div><div>D9: Dust Jump</div><div> </div><div>==============================================================</div><div>2.) <strong>Introduction</strong></div><div> </div><div>This wall of text is meant to be a guideline for aspiring Zato players. The character can be easily overwhelming to people new to him, the Guilty Gear franchise and especially fighting games in general. I will try and keep stuff like combo notations to a minimum and instead explain the idea behind the character and why Zato actually does the stuff he's doing. Hopefully this will inspire ideas as to how he can be learned efficiently and how to approach matchups. Should this beginner's guide not cover any questions please feel free to request them to be added, ask for direct answers in this thread or PM me directly!</div><div> <div>2.1) <strong>Beginner's FAQ</strong></div><div> </div><div>-*) <strong>Should I play Zato?</strong></div><div>Play Zato if:</div><div>- You want to play an extremely unique character design</div><div>- You enjoy a high learning curve and execution requirements</div><div>- Enjoy alternating your playstyle, switching from all-out rushdown to zoning and back according to situations</div><div>- You are looking for a strong character worth the effort of learning properly</div><div> </div><div>Don't play Zato if:</div><div>- You have a problem with learning by losing</div><div>- You don't want to receive round-ending punishes for simple mistakes</div><div>- Hate putting time into practice mode</div><div>- Hate the idea of running away from the opponent</div><div>- Get frustrated blocking for extended periods of time</div><div>- Get sick of hearing people complain about your character</div><div>- Dislike playing strong characters</div><div> </div><div>-*) <strong>Can I play Zato on pad?</strong></div><div> </div><div>If you have to ask this question you probably never tried for yourself. However, there have been successful Pad Eddie players in past versions of Guilty Gear where the character was arguably even more execution-heavy.</div><div> </div><div>-*) <strong>Zato is so difficult to learn! Where do I start?</strong></div><div> </div><div>Zato is a lab character, even more so than other characters in Guilty Gear. The most common mistake for beginners is to lock themselves up in practice mode and grind out unblockables which they then can't apply in matches.</div><div>Keep it simple at the start, learn very basic confirms and leave out advanced setups and unblockables until you are actually familiar with Eddie and how other characters behave.</div><div>Play matches and aim to have as much active Eddie time as possible.</div><div> </div><div>-*) <strong>Zato sucks! Why does everyone else have so much better buttons?</strong></div><div> </div><div>Zato by himself is arguably the worst character in Guilty Gear. That is a very conscious design choice by the developers and meant to counteract his ridiculous offensive capabilities.</div><div>Guilty Gear has been, and most likely always will be, a very momentum based series. Zato, being the main offender himself, has to feel the resonance more than other characters.</div><div>If you don't want to get rekt either play a character more fitting to your defensive needs or learn to deal with it. Even the best Zato players get put in the corner and slaughtered.</div><div> </div><div>-*) <strong>How do I press these combos? Why can't I hold all these buttons?</strong></div><div> </div><div>There is no specific way to negative edge Eddie.</div><div>While it is possible to copy other players, every decent Zato player will eventually have to become extremely fluent with negative edging and button switching in order to run fluent and freestyled pressure.</div><div>If given notation is proving difficult, it is highly recommended you figure out your own way to control Eddie during these parts to increase overall fluency.</div><div> </div><div>-*) <strong>I can't do anything, why is this matchup so bad?</strong></div><div> </div><div>The general idea is that Zato struggles against characters with easy ways to kill or prevent Eddie (Faust), have overwhelming movement options to maneuver around Eddie (Chipp), or a combination of both (Millia).</div><div>In Xrd, due to Zato's inherent ability to completely steamroll others in combination with his ludicrous damage output, it becomes quite difficult to label any matchup as truly bad.</div><div>Zato's complete helplessness when on the receiving end also opens him up to easily drop matches against characters that don't sport the tools to deal with Eddie properly (Potemkin).</div><div> </div><div>-*) <strong>What is this "flight mixup" I keep hearing?</strong></div><div> </div><div>Flight mixup refers to a specific sequence utilizing Zato's ability to flightcancel his aerials and hovering directly above his opponent. This is usually initiated by Zato scoring a knockdown and consists of mixing up 0-3 overheads with lows and commandgrab while the opponent gets locked down by Eddie.</div><div> </div><div>-*) <strong>"Stalling"? This ain't Melee!</strong></div><div> </div><div>Stalling with Zato refers to wasting time / avoiding engagements while Eddie is dead. Without Eddie, Zato's neutral game and offensive capabilities become extremely high risk so the goal of many Zato players in these situations is to survive until Eddie is back, often reserving tension to use in this case.</div></div><p> </p><div>2.1.) Common Problems</div><div> </div><div>-*) <strong>Why do I get counterhit all this time? Did that jab just hit me from fullscreen!?</strong></div><div> </div><div>Zato combines slow moves with bad hurtboxes. The character isn't meant to be threatening by himself, and getting your 6H stuffed by a j.P on the other side of the screen isn't all that unusual.</div><div>Here's a comparison from AC:</div><div>Zato and Jam have virtually the same 5K standing low, except Zato's has almost twice the startup, 4F less advantage on block and 20% worse proration combined with a hurtbox on the kicking leg that Jam doesn't have. Showcasing how a majority of his normals are made worse on purpose, you will have to rely on Eddie to deal with situations or lose by default.</div><div> </div><div>-*) <strong>I keep getting thrown out of my pressure!</strong></div><div> </div><div>See the above! Your stuff is slow, if you are getting thrown a lot you're either too close for Zato to be comfortable or mistiming Eddie to not cover you correctly.</div><div> </div><div>-*) <strong>I especially keep getting thrown trying to use Damned Fang!</strong></div><div> </div><div>Using Damned Fang properly is actually difficult. Commandthrows in Guilty Gear have only one active frame; it's a combination of dash momentum, spacing and timing required to make Damned Fang the broken tool it is.</div><div>With 6 frames of startup, the proper use would be to use DF while the opponent is still in an unthrowable state (block/hitstun, airborne, out of range) and have the active frame hit exactly when these conditions end, preventing the opponent to use these startup frames to poke Zato out of it.</div><div>At the same time using it's superior range to normal throws to prevent the otherwise guaranteed reversal throw that would happen if Zato was too close; contrary to Potbuster, Damned Fang does not have throw invincible startup.</div><div> </div><div>-*) <strong>Why can my opponent kill Eddie for free all the time?</strong></div><div> </div><div>Killing Eddie is the prime objective for pretty much the entire cast against Zato. Various matchups have ways to force Eddie's death in some situations; learning how to deal with it is the key to succesful Zato gameplay.</div><div>In order to improve your game, it's important to realize why Eddie gets killed in a particular situations and what Zato can do about it:</div><div> </div><div>.) the summon was straight up unsafe</div><div>.) by not protecting Eddie you threw him away for free</div><div>.) Eddie dying was correct, but you failed to capitalize on the opponents commitment to it</div><div>.) the opponent got a correct read on your otherwise good summon</div><div> </div><div>Many summoning points during blockstrings are theoretically unsafe. By mixing them up with frametraps (commonly involving drills) the implied threat of eating a counterhit is what allows the summon.</div><div>The most basic variation of that would be 2S 23[6]H~-S- or 2S 22S at mid-range.</div><div> </div><div>Refer to the strategy section for more advice on summoning and Eddie's death in general.</div><p> </p><p><span style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;">==============================================================</span></p><p> </p><p>3.) <strong>Strategy</strong></p><p> </p><p>Zato's general strategy can be simplified: Without Eddie he's the worst character, with Eddie he's the best. Spend as much time with active Eddie as possible and be as defensive and safe as possible whenever he's not around. Getting beaten in a situation without Eddie, taking a knockdown and then getting run over is the situation the entire cast is looking for when fighting Zato. If someone with a strong jumpin was to jump at solo Zato he might not even take the risk and just try to avoid the situation completely by running away, with Eddie out the same situation would be reliably anti-aired without a second thought.</p><p> </p><p>3.1.) <strong>Solo Zato</strong></p><p> </p><p>The main goal is very obvious: get Eddie out. Use Eddie to get in on the opponent. Wreck stuff.</p><p> </p><p>Some ways to go at it:</p><p>-.) Use blockstrings for summoning</p><p>-.) Summon off safe frameadvantage/range</p><p>-.) Spend tension to force a summon</p><p>-.) Punish unsafe stuff to get a summon</p><p> </p><p>For starters, work down the gatling chains and aim to be unpredictable if you're going to continue or get Eddie out. E.g. using the different hits of 5H to either go into drill or summon into -P- or -S-.</p><p> </p><p>Some characters don't have any reason to take Eddie from a blockstring. Millia will always be able to backdash out of midscreen blockstrings safely; even if it gets caught by a drill, she can airtech and get away. This is where just getting a safe summon and playing the neutral game to catch the opponent comes into play, and is arguably the hardest thing to learn when starting out Zato.</p><p> </p><p>Spending tension to force a summon with momentum is dangerous, as Zato is incredibly reliant on tension to get his scarce defensive options going. However, if Zato RRCs a drill and puddle summons Eddie into a Nobiru that's pretty much it, and the opponent is forced to deal with it.</p><p> </p><p>Zato's punishing game is very limited, and often very specific. Taking Millia as an example again, a point-blank blocked 214P can be punished by an IB 2D. The moment there's distance involved, or midscreen, IB Amorphous is the only thing that will actually punish a 214P. It's rather important to know what to do against specific moves in specific situations, as to not get made a fool out of Zato's common inability to beat things outright.</p><p> </p><p>3.2.) <strong>Controlling Zato &amp; Eddie</strong></p><p> </p><p>Playing Zato while Eddie is up is where things start to get complicated. Beginning Zato players will notice Zato and Eddie interfering with each other rather than working together. Zato gets highly limied in his gameplay as he's not allowed to release unwanted buttons while Eddie can't perform any moves without Zato performing a specific action beforehand. This is where a lot of engine tricks and timings have to be worked into muscle memory.</p><p> </p><p>Some things every Zato player has to work into his gameplay:</p><p>-.) Pressing seemingly unnecessary buttons, like 2D -S- to combo 2D into Nobiru without performing an S attack with Zato first.</p><p>-.) Using the active times of moves where Zato becomes "immobile" to adjust Eddie's spacing. E.g. walking Eddie back during 5S 2S before releasing Mawaru to get more advantage out of it, essentially turning it into a 4S 1S input instead.</p><p>-.) Learning the recovery of Eddie's moves to clear buttons. e.g. chaining 5K 5S 2S during Mawaru and releasing them while Eddie is still in his animation and can't accept any new releases anyway.</p><p>-.) Maximizing all the variable frame advantage that comes with Eddie being independent. The 2hit combo of 2K -P- can range from +0 to something like +20 depending on the time of release.</p><p>-.) Developing a feeling for pushback, and reacting to increased pushback from FD. Drills are static but needed to protect himself, Eddie and cover escape options. Drills in blockstrings are utilized by placing them behind the opponent pushing him into them. While they're amazing on block it becomes extremely punishable to whiff them and it's important to know when people will be pushed into proper ranges, when an FD block can push them too far and how the width of the opponent character might interfere.</p><p>-.) Abusing general mechanics such as crouch, jump startup and FD block to move Eddie and press buttons without actually doing anything with Zato. E.g. pressing S during jump startup to not get 5S or j.S but have a Nobiru ready.</p><p> </p><p>3.3.) What Eddie does for You</p><p> </p><p>People often refer to this aspect as "protecting Eddie". A better description would be to call it alternating space control; think about summoning Eddie, have him run up to the enemy and performing an attack. He's simply going to get killed by a long-range low poke. Instead, you summon Eddie, place a drill at the other end of the screen and have Eddie walk up while that Drill is between him and the opponent. Due to it's long active frames Zato occupied the space and allowed Eddie to move forward, now it's Eddie's turn to attack and Zato will use that time to close the distance to the opponent unhindered.</p><p> </p><p>Another common scenario would be to have the opponent jump out of a Damned Fang. This puts Zato at a massive disadvantage and most likely will get punished directly due to DF's recovery animation. The situation changes when Eddie is active: right after the Damned Fang whiffs, you release Nobiru and place a hitbox to prevent any retaliation against Zato; you get to continue pressure despite whiffing a commandgrab. At best, you get a counterhit combo starter off that Nobiru.</p><p> </p><p>3.4.) RIP Eddie</p><p> </p><p>Eddie's death is inevitable. He will get hit, he will have to sacrifice himself to shield Zato, he will "run out" in the process of combos. Zato lost quite the tools that allowed him to stall the game by keeping the opponent in blockstun for insane amounts of time, namely 22H FRC and 22D; Eddie did get a shorter regeneration time to compensate for the lack of solo blockstring potential, so it's all good.</p><p> </p><p>The most common solution to Eddie's death is to run away and play the keep-away game, which is easier on some characters than others. Eddie's downtime can also be bridged by stalling; resetting into Damned Fang or ending a combo with Executor would be examples of animations that take a long time and allow Eddie to recover.</p><p> </p><p>Due to the safe nature of Zato's 22x Drills it is also common to play the lock down game if Eddie dies while Zato is still on momentum. A typical drill blockstring would look something like [meaty 22S, dash up 5S 5H(2) 22S, 2K 2S 22H], which involves no actual mixup but prevents the opponent from moving for a long time, after which the 22H might also be RRC'd to force a fresh summon upon the opponent.</p><p> </p><p>3.5.) Okizeme</p><p> </p><p>Zato doesn't quite run the traditional okizeme of knockdown into mixup; he rather runs knockdown into lockdown. Knockdowns will mostly serve one of two purposes:</p><p> </p><p>-.) Get them to block Eddie.</p><p> </p><p> - A fresh Eddie summon after knockdown is where the singleplayer experience starts. A very common scenario is for mawaru to hit the opponent meaty while Zato is mid-air, preferably on his way down already. Things Zato wants to run off this:</p><p> </p><p>* A variety of high/low mixup in succession, repeated if blocked correctly for the first mawaru run</p><p>This is most commonly done by running the flight mixup; jumping in during mawaru blockstun and mixing up with either jumping in empty and going low, going high with a j.K then land and going low, or jumpcancelling the j.K and going high again with normals of various timings like straight up j.K dj.H or gatling j.K dj.S j.H for example. To give a general idea of what it's supposed to look like, <a rel="external nofollow" href="">here</a> and <a rel="external nofollow" href="">here</a> are two examples to showcase the timing and spacing.</p><p> </p><p>* Ticking into commandgrab at any time</p><p>Blocking the flight mixup is difficult, on a similar level to blocking Millia. The fact that the opponent has to watch out to escape a Damned Fang at any point during the entire thing doesn't make it any better.</p><p> </p><p>* Frametrapping, i.e. leaving gaps on purpose to punish throws and attempts to mash out and trade with Eddie.</p><p>While the flight mixup can be made completely airtight, gaps can still be left on will and trying to optionselect out a defensive throw during all high blocks to cover against DF can be punished just as hard by delaying the air gatlings or doing a straight up empty jump into Drunkard Shade.</p><p> </p><p>* A safejump at the same time, blowing up strong defensive options</p><p>The way Zato jumps in on okizeme isn't the only thing covering him; Eddie will also absorb hits and the resulting hitstop will allow Zato to gain safejumps on moves (Volcanic Viper, Beta Blade, ...) that aren't actually safejumps unless the opponent does something invulnerable that kills Eddie. Eddie is also well known to really love facetanking Deadangles.</p><p> </p><p>* Mawaru shutting down the option to backdash, even midscreen</p><p>Trying to backdash out of a meaty mawaru will get blown up without much discussion, even for someone with ridiculous backwards movement like Millia as long as Eddie is spaced correctly.</p><p> </p><p>-.) Get them to block drills.</p><p> </p><p>When Eddie's not around to make the first move (He died during the combo, he got unsummoned to not die, etc) Zato is putting himself at quite the risk trying to mount any offense with his normals alone. He doesn't sport any great-to-meaty normals like Ky 6H, except for 2K all of his stuff is negative on block and even if it wasn't his normals are generally too slow to make actual use of frame advantage. Time for meaty projectiles!</p><p> </p><p>Drills have 48 frames of active time. If they hit on the first active frame they're +2, if they hit half a second into their active time they're already at +32. It's a ridiculous amount of frame advantage, Zato can take his time to see if the opponent actually blocked the drill before attacking, avoiding any risk of eating a reversal.</p><p> </p><p>A simple combo sequence like 2K 2S -K-, dash up 2P 2D 236H for unsummon can lead into a meaty drill during which Eddie will regenerate a majority, if not all, of his bar, after which the massive blockstun of the drill can be followed up by a re-summon into a new barrage of mixup. This essentially causes never-ending Eddie uptime.</p><p> </p><p>Note that there are some sequences that don't utilize the use of a meaty drill, such as a 5D6 unsummon combo, that just regenerates Eddie during the wallstick crumple animation instead. The idea behind it is still the same.</p><p> </p><p>3.6.) Eddie in neutral</p><p> </p><p>[placeholder]</p><p> </p><p>==============================================================</p><p> 4.) Combos</p><p> </p><p>Many beginners fixate on Zato's combos and view them as the hardest aspect to learn. Turns out they're actually quite straightforward once the player has grasped the general idea of how Zato and Eddie interact. Your own muscle memory will be the hardest to master.  <img alt=":psyduck:" src="https://www.forums.dustloop.com/uploads/emoticons/default_psyduck.gif"></p><p> </p><p>4.1.) Basic Zato</p><p> </p><p>Solo Zato combos are very limited by their starters due to his extremely weak mixup options and boils down to very short gatlings into knockdown, a throw reset, a frame advantageous reset or a summoning reset.</p><p> </p><p>Short gatlings into knockdowns consist of stuff into 5H 22x or 2D. These combos are rare as they have no real starter; no-one is going to get hit by a point blank solo Zato 5K, and 2K does not lead into anything involving 5H or 2D. More commonly you will apply these as a punishment to unsafe attacks as, opposite to Damned Fang, they end in a very close knockdown and allow sandwich okizeme.</p><p> </p><p>Often times you will have to convert off counterhits as a solo Zato; be it either scoring counterhits during stalling blockstrings, anti-airing or trading for Eddie's death.</p><p> </p><p>Anti-Air starters, or generally starters that lead into an airborne opponent include 2H(CH), 6H(CH), 6P, drills, air-to-air j.K</p><p> </p><p>Solo Zato is limited even more by being midscreen. Spending meter is almost never worth it to extend these and often results in nothing but a single aerial gatling that blows the opponent away and grants Zato center stage control.</p><p> </p><p>While some of them (2H, 6H) allow to summon Eddie mid-combo, I don't count them as solo Zato combos so I will not explain them here.</p><p> </p><p>6H is the most rewarding counterhit solo Zato has available. It's abysmal startup and hurtbox are limiting it's uses to catch people pressing buttons after bad airtechs and or sacrificing Eddie as a shield for it. It will float until the opponent hits the ground and allows Zato to close the distance, pick it up with 6P or 5S and go into an aerial gatling.</p><p> </p><p>Aerial gatlings consist of stuff into j.D. j.K j.H j.D is the most basic variation. Some characters allow extension with j.S. Due to j.K being the only aerial Zato can jumpcancel he doesn't profit from jumpinstalling to get more out of these short gatlings.</p><p> </p><p>5S 6P(1), sj.K j.S j.H j.D.</p><p> </p><p>If the opponent is too far away after a 6H counterhit, or in the case of a 2H counterhit that doesn't launch straight up but diagonally away, you would leave out the ground normals and go directly into dash up j.K.</p><p> </p><p>It's always beneficial to delay the j.D as much as possible. This gives time for Zato to float lower to the ground and results in more frame advantage off the j.D. In the corner this is important to utilize the untech time of j.D to go into another repetition.</p><p> </p><p>Depending on the remaining untechable time and the height of the opponent, Zato can tag on another j.K j.H j.D gatling. If conditions are bad, only a second j.D can be linked.</p><p> </p><p>2H(CH), j.K j.H, long delay, j.D, land, sj.K j.H j.D would result in 172 damage on Sol, which is very respectable for solo Zato.</p><p> </p><p>An advanced solo combo for Zato in the corner would include a Shadow Gallery RC and start from something like a very close 2H or 22S counterhit.</p><p> </p><p>22S(CH), tk.SG, RC, land, delay SG, land, 5D6, j.S j.H 2P 2D. 142 Damage on Sol and takes long enough to have Eddie available even if he died for the starter.</p><p> </p><p>Other starters for solo aerial combos include Damned Fang in the corner and 2D on some characters.</p><p> </p><p>2D j.P links on: Faust, Millia, May, Chipp, Potemkin.</p><p> </p><p>Damned Fang links into 5P, which links into j.P.</p><p> </p><p>623S, 5P j.P j.H j.D, land, j.D does 129 damage on Sol.</p><p> </p><p>However, going from DF into an aerial combo wastes the knockdown possibilities; unless it kills or you are playing against someone who you can reliably punish for bad airteching habits this is never recommended.</p><p> </p><p>The same can be said for any of the other starters leading into aerial combos; if Eddie is ready, or about the be ready, leaving something like a 2H counterhit for the knockdown and just summon or doing a meaty drill into summon might yield a better result.</p><p> </p><p>4.2.) Basic Eddie</p><p> </p><p>Once Eddie gets involved things end up interesting. Things start to link, juggle and before you know you did a double unblockable for the win.  <img alt=":eng101:" src="https://www.forums.dustloop.com/uploads/emoticons/default_eng101.gif"></p><p> </p><p>However, let's not look into unblockables quite yet and learn some basic Eddie links.</p><p> </p><p>* -P- is great because it's fast and quick to recover</p><p>* -K- is great because it has massive hitstun</p><p>* -S- is great because it does the highest damage per proration</p><p> </p><p>Let's work all of these into a single midscreen combo:</p><p> </p><p>2S -K-, dash up, f.5S 2S -P- 22H -S-, iad j.H j.D</p><p> </p><p>Let's not question the actual use of this combo but instead look at it for practicing reasons; Zato initially scores a 2S, which by itself leads into absolutely nothing, and releases a mawaru to hit-confirm off of it. Following up the mawaru, Zato does f.5S 2S to push the opponent into proper range for a 22H; 2S 22H doesn't combo though, so he releases a -P- to link the two moves together. The 22H drill launches and Eddie keeps juggling with a nobiru to launch the opponent higher. Now Zato air-dashes in during nobiru's big untechable time and scores a short aerial chain for a finisher. Thanks to our newfound synergy we scored 151 damage on Sol, quite the upgrade from the 41 damage solo Zato does with 5K 5S 2D!  <img alt=":toot:" src="https://www.forums.dustloop.com/uploads/emoticons/default_toot.gif"></p><p> </p><p>For air juggles, nobiru is commonly used to extend juggles or make them output more raw damage, e.g. midscreen chaining j.H j.D and then hitting a nobiru right after the j.D to prevent the opponent from flying away, then re-jump and linking more aerials.</p><div>2D -S- j,H j.D -S- j.D. This already does 163 damage compared to solo Zato doing 22S j.K j.H j.D for 90 damage.</div><div> </div><div>Now let's have a look at the reason why you picked up Zato: the SG loop. The idea behind it is to use nobiru to "freeze" the opponent between two hits of SG to prevent him to gain height. Since the second hit of SG causes wallstick this will also lead to a crumple if the opponent is low enough. Various things lead into and out of it; for practice purposes it is easily done off a regular throw in the corner.</div><div>Throw RC 236H, [sG(2) -S-]x4 2D 66 22S. This isn't something you would actually run in a match, but a decent muscle memory grind to get the SG loop timing down which also involves doing the SG high to utilize the movement from a forward jump to stay in range. To become a proper combo this would much rather end after 2-3 reps and turn into an unblockable or unsummon.</div><div> </div><p>4.3.) Advanced</p><p> </p><p>Now let's have a look at some of the more advanced stuff including unblockables, resets, tech-traps and unsummoning.</p><p> </p><p>Eddie's unblockables have always been a rather controversial topic. It is important to know that unblockables are not guaranteed and are extremely match-up specific up to a point where some characters are straight up immune to it. The general idea is that it's a "reset point" during a combo that returns a higher total damage than a single combo (Really? <img alt=":JA:" src="https://www.forums.dustloop.com/uploads/emoticons/default_ballja.gif"> ) in trade for giving the opponent the opportunity to act. It is entirely possible to have a playstyle that doesn't involve the usage of unblockables without downgrading Zato's strength as a character, as mentioned you don't even get to choose in some matchups.</p><p> </p><p>Unblockables are generated by Eddie's -D- Drill Special. The first hit of the 3-hit drill is a low, and why this can create unblockable situations should be self-explanatory. Now all we need are some setups that allow us to prepare the drill special beforehand, it takes over two seconds after placement to actually go off.</p><p> </p><p>These setups include:</p><p>* 22x drill knockdowns</p><p>* Damned Fang</p><p>* Executor</p><p> </p><p>The most common unblockable will be off 22x drills; either off a midscreen 5H(3) 22H or a corner 5D6 follow-up combo.</p><p> </p><p>The corner variation can technically also be done off a 2D knockdown but 2D causes a face-down knockdown which leads to different knock-down durations than drills, so it is highly recommended to stick to one route per character.</p><p>-K- 5[D]6 6P(2) -D- 2H 22S. Considering this takes place in the corner it can be followed up by pretty much anything, including crazy 1-hit SG setups and all that.</p><p>There's a way to loop this into more unblockables with the use of tension;</p><p>-K- 5[D]6 6P(2) -D- 2H 22S j.H(UB) SG(2) RC, SG(1), 5D6 6P(2) 2H 236H[4] -K- j8, j66, jS j.H -P- SG(2) -S-, 5H(1) -D- 22H. However, this builds so much burst for the opponent that it's highly unrealistic to run it in an actual match; unless you just baited a burst and went straight into a punish combo leading into an unblockable while having full tension. Good luck.</p><p> </p><p>The midscreen variation is heavily depenant on Eddie's spacing, and requires a sandwich scenario with Eddie being behind the opponent.</p><p>2K -P- 2K -P- 6P(1) 5H(3) -D- 22H. The opponent will get knocked down behind the drill but Zato has enough time to run up, jump over the opponent and airdash backwards to push him into the drill and hit high with a crossup j.S.</p><p> </p><p>This combo utilizes Zato's limited gatling routes; 6P is only there so you have a window to input Dust without chaining into it. The timing of -D- is at about the third hit of 5H.</p><p> </p><p>Damned Fang leads into an unblockable anywhere on the screen as long as you haven't forgotten Eddie somewhere in Africa. Similar to old FRCs getting increasingly difficult due to lack of muscle memory, unblockable off the DF animation are hard to time but there's a visual cue to help you out. The time to release dust is at the moment where Eddie stabs his arms into the bubble, right before the red cross shows up. In the corner, this goes into everything including fancy meterless 1-hit SG setups, in the corner you mostly wanna jump in with a j.S, crossup if possible to mess the opponent up some more while at it. Follow up with anything that works midscreen or take them to the corner with something like j.K j.H Executor.</p><p> </p><p>Executor unblockables become relevant in abare situations; turning that random launcher or midscreen string into an unblockable.</p><p>In the corner this is used to down enemies that are too high to convert otherwise; for demonstration purposes, launch the opponent very high with something like 2H -S-, then superjump up and do j.H into Executor, placing the -D- drill during it's animation, then just jump in with j.S for an unblockable.</p><p>Midscreen this is used for situations where Eddie actually reaches the corner while Zato is still somewhere midscreen. It can be done by doing any grounded Eddie combo into 22H, then IAD and link -S- or -P- into j.H Executor; if Eddie's in the corner he can place a -D- drill in time.</p><p> </p><p>==============================================================</p><p> </p><p>5.) Miscellaneous</p><p> </p><p>Random stuff.</p><p> </p><p>5.1) Interactions</p><p> </p><p>*Zato has an unique YRC mechanic exception to prevent him from ruining the game; 22x drills, due to their low-hitting nature, are the only projectiles that will immediately lose their hitbox when a YRC is performed.</p><p>*Eddie has no actual startup for his (un)summoning. The moment Zato went far enough through his animation to trigger the on/off "flag" Eddie will accept inputs (summon) or be invulnerable (unsummon).</p><p>*Eddie will not trigger trap-style attacks like Faust's spring platform.</p><p>*Eddie is frozen during cutscenes and superflashes, but can move freely during danger time to position himself and meaty an attack; the opponent is invulnerable so he can't hit them during it.</p><p>*Eddie is frozen during any RC freezes; YRC while the -D- drill is winding up will delay it accordingly.</p><p>*Blitzshielding Eddie will do him no harm; the opponent will enter the successful "rejected" animation and become invulnerable for it's duration, but will have to continue blocking afterwards if it's something like a -K- or -D- that got blitzshielded.</p><p>*Eddie has his own seperate hitstop; hitting him will not put Zato into a hitstop freeze. This allows otherwise impossible safejumps.</p><p>*Contrary to XX, Xrd treats hitting Eddie like whiffing; attacks can be YRC'd afterwards (due to Zato himself being in neutral state) but moves that can never use YRC (Shoryuken type attacks such as Volcanic Viper) will be unable to use RC after killing Eddie.</p><p>*Drunkard Shade will reflect certain projectiles but not change their properties. E.g. Venom's balls will fly at their original impact speed, Leo's S Würde will expire at it's original time etc.</p><p>*Drunkard Shade is very limited in what it can actually reflect. Sol Gunflames, I-No's notes and Chemical Love, Venom Balls, Leo's Würde and Ky's Stunedges are about the only things it will actually reflect. It will not reflect a Ciel Stunedge and If a reflected Stunedge hits a Ciel sign, the sign will disappear but the Stunedge will not be empowered. It will not reflect projectile overdrives such as Dark Angel or Bishop Runout.</p>
]]></description><guid isPermaLink="false">10366</guid><pubDate>Fri, 30 Jan 2015 08:46:48 +0000</pubDate></item><item><title>Pad mappings for Zato?</title><link>https://www.forums.dustloop.com/forums/topic/12068-pad-mappings-for-zato/</link><description><![CDATA[
<p>
	I'm thinking about dumping Ky for a bit and trying out Zato. Aside from his lousy normals and getting used to Eddie, I'm not sure how I would deal with negative edge since I don't always have access to my stick. Using default bindings sounds like a pain with only my thumb access to the four face buttons, and I don't really feel like adapting a claw grip which probably wouldn't be all that useful on a DS3/DS4 anyways.
</p>

<p>
	Googling pad mappings turned up pretty much nothing besides stuff for NRS games, so I thought I'd start a new topic and see if there are any Zato pad players and see what they use. I know that Latif played Zato on pad, so it's definitely possible. Anyways, here's my experimental bindings that I'm working with for the time being:
</p>

<p>
	P = L1
</p>

<p>
	K = L2
</p>

<p>
	S = R1
</p>

<p>
	HS = R2
</p>

<p>
	D = O
</p>

<p>
	RC = X
</p>
]]></description><guid isPermaLink="false">12068</guid><pubDate>Thu, 05 Nov 2015 17:12:12 +0000</pubDate></item></channel></rss>
