Antihero11 Posted December 26, 2014 Posted December 26, 2014 I was thinking about creating a combo thread by translating the combos from the jpn wiki. Their wiki page is actually fairly complete right now and even ranks Zato's combos in terms of usefulness. However, I'm not sure if Biscuits has anything else planned for it but at least we would get some kinda of discussion going. I think using the Wiki is the best idea. I'm lost as to what combos are most practical, and which aren't. And what ones to use in different situations. I know going for knockdowns is one of the most important things, but other than that, I'm kind of lost.
wiredgod Posted December 27, 2014 Posted December 27, 2014 I think we should have a combo thread, but it should be done a bit differently. Zato's combos in an actual match are going to have to adapt due to all the different spacing possibilities with both you and your puppet. I recommend we break up the combo thread into four parts: 1) combos withou Eddie leading into a knockdown; 2) mixup options on summon oki and combos following the mixup; 3) combo fragments in case you need to improvise; 4) anything else that doesn't fit in the prior three such as YRC combos. Any thoughts, feedback, criticisms?
Coffeeling Posted December 28, 2014 Posted December 28, 2014 Call the combo fragments "patterns" or something. And don't organize combos so you have metered and meterless options mixed in. It's hell to parse (for me at least). Much prefer organisation like: Meterless: Low Anywhere Corner 25% tension, Eddie: Low Jump-in Corner etc.
Renly Posted December 28, 2014 Posted December 28, 2014 I switched to stick from pad and I'm losing almost every match where before I was almost undefeated.
Dragonthorn Posted December 28, 2014 Posted December 28, 2014 Basic corner mix up to drill unblockable: Starter: -k- on wake up Mix-up: (High) jump in, jk, j[k], -k-, 5[d], 6[p], -d-, 5s, 22s, fly, js (when mine activates) (Low) jump in, 5[k], 5s, -k-, 5[d], 6[p], -d-, 5s, 22s, fly, js (when mine activates) For those looking for a guide of sorts, just read the #reload Eddie guide by Teyah. A lot of the notes there are applicable to this version of Eddie/Zato. Sent from my iPad using Tapatalk
Antihero11 Posted December 28, 2014 Posted December 28, 2014 I switched to stick from pad and I'm losing almost every match where before I was almost undefeated. I also switched to stick from pad for this game. And my best advice is to hit training mode and challenge mode relentlessly. Until you can do them equal or better on stick. I don't know how you were negative edging on pad. It's impossible for me. But I've been training the stick daily for over a week now, and beginning to get the hang of it. IAD's are still impossible for me to perform for some reason. Everything else comes pretty natural. And yeah, for the combo thread, I would prefer three sections: 1. Basic combos leading to knockdown (Without eddie) 2. Mixups for when you set them up with Eddie. 3. Maybe a section on hit confirms off of common starters. That's the best way I can think of anyways. But I've been playing this character for a week, so I'm hardly the authority on the subject. Just a beginner's opinion though!
Renly Posted December 28, 2014 Posted December 28, 2014 I also switched to stick from pad for this game. And my best advice is to hit training mode and challenge mode relentlessly. Until you can do them equal or better on stick. I don't know how you were negative edging on pad. It's impossible for me. But I've been training the stick daily for over a week now, and beginning to get the hang of it. IAD's are still impossible for me to perform for some reason. Everything else comes pretty natural. And yeah, for the combo thread, I would prefer three sections: 1. Basic combos leading to knockdown (Without eddie) 2. Mixups for when you set them up with Eddie. 3. Maybe a section on hit confirms off of common starters. That's the best way I can think of anyways. But I've been playing this character for a week, so I'm hardly the authority on the subject. Just a beginner's opinion though! I was winning without combos lol. I wasn't using negative edge. The good thing is that I can do his combos on the stick. The bad news is I'm thinking about the stick too much that I can't focus on my neutral or even the combos when I'm facing an opponent. I've been hitting training but I get pissed now because it took me a while to start winning like i went 0-50 before I got a win and then I was winning like 95% of the time. Now I'm barely winning again. It's discouraging.
uberdeluxe Posted December 28, 2014 Posted December 28, 2014 With Zato, watching videos and then grinding matches is a much better use of time than anything you could read IMO. Nothing you can read will make you good at negative edge, you just need to get used to the character by playing a lot.
felirx Posted December 29, 2014 Posted December 29, 2014 Learn basic j.k 2k... and j.k dj.k/s... mixup in to mawaru hitconfirm. Basic command throw setups. Confirm Eddie hits into a knockdown and unsummon. After that, grind matchups and learn to play the neutral has been my plan. Combos won't win games if you can't win neutral.
Mr.Biscuits Posted December 29, 2014 Posted December 29, 2014 Someone is helping to translate some of the JP BBS for combos and such. I will post it when it's done so please hold on tight!
xXavierx Posted December 30, 2014 Posted December 30, 2014 wut do against Ram? I don't like this match up
Mr.Biscuits Posted December 30, 2014 Posted December 30, 2014 Rush her down. You can not let her set swords or you will have a very tough time.
president Posted December 30, 2014 Posted December 30, 2014 Rushing her down while she's not setting swords is difficult due to sword normals being really good against Zato overall. Matchup is hard.
wiredgod Posted December 30, 2014 Posted December 30, 2014 Rushing her down while she's not setting swords is difficult due to sword normals being really good against Zato overall. Matchup is hard. Watch Ogawa's latest matches. He played a Ram player and was using 214K to nullify the swords' ability to control space. That move is so useful
xXavierx Posted December 30, 2014 Posted December 30, 2014 Watch Ogawa's latest matches. He played a Ram player and was using 214K to nullify the swords' ability to control space. That move is so useful Yeah I just saw that. As a new Zato, I feel like 214k is one of his weirder tools to master. Guess I'll have to really study that set of matches more closely.
Ryd' Posted December 31, 2014 Posted December 31, 2014 I don't think I've seen this posted in the thread, so I went through and tested 1-hit Shadow Gallery setups off the corner unblockable: jH+drill, SG(1), 66~5D~6, 6P(2), cS, 66, cS, 5HS(3), 22HS Something to note is that on certain characters, the ease of getting a 1-hit depends heavily on whether the high or low opens up the opponent. Generally, being opened up by the low makes it a lot easier due to expanding hitboxes letting you tag with jH without getting so close that SG hits twice. Being opened up by the high makes it a lot harder to get on some characters, and seemingly impossible on others. Tested on low-blocking dummies: Easy (fair amount of leeway with spacing): May I-No Elphelt Ky Venom Sin Ramlethal Difficult (have to clip with the edge of jH): Chipp Sol Slayer Zato Impossible(?) Faust Bedman Potemkin Millia Axl I don't have Leo unlocked, so I can't test it on him. I won't claim to have perfected the setup yet, but I wasn't able to get it to connect properly on the last group at all; jH would either whiff, or they'd get hit by both SG hits. Some of them are understandable (Faust, Bedman, Pot), though Millia surprised me. I haven't seen any footage of anyone landing it on those characters, though. As previously stated, it can connect if they block high on wakeup, but you have to be noticeably further away to make it work, which would seriously hurt its effectiveness against anyone who's paying attention to your spacing. It's definitely worth learning for the characters that it does work on, as it seems to be the only way to get a meterless knockdown off the unblockable, and lasts long enough that Eddie is available again after the 22HS.
huber Posted January 1, 2015 Posted January 1, 2015 Tested on low-blocking dummies: Easy (fair amount of leeway with spacing): May I-No Elphelt Ky Venom Sin Ramlethal it really is so easy on these characters lmao. it's cheap as hell. ty
president Posted January 1, 2015 Posted January 1, 2015 Now that's awkward. I got it working on a lowblocking Faust earlier today but now I can't reproduce it at all. It's definitely possible on him but something's fishy here. I also tested on Leo, it's super free.
Ryd' Posted January 1, 2015 Posted January 1, 2015 More corner fun. Off both throw and 22S, you can do an immediate RC, pull out Eddie (H), and go into 2 reps Shadow Gallery loop->unblockable setup. Does around 150ish off throw, 200ish off drill iirc. Doesn't work with Damned Fang since that leaves Zato airborne. Also works if Eddie is already out, but if he's already performed an attack, you can generally only get 1 SG rep if you want to have enough meter to unblockable afterward. Throw RC is more practical since you have a bit of time to confirm, and makes his basic throw a lot more threatening. Not sure if this is universal yet, only tested on Elphelt.
president Posted January 1, 2015 Posted January 1, 2015 If you RC Damned Fang on the very first possible frame it leaves Zato grounded. I've been using this myself to go into SG loop + unblockable, it's pretty good. Edit: Here's a shakycam recording of it https://www.youtube.com/watch?v=7r16Ut2CA8o
adrua Posted January 2, 2015 Posted January 2, 2015 Is there a way to set the training dummy to test unblockables?? I tried setting it on "low block after first hit" but it always block de J.HS + Drill after the setup.
president Posted January 2, 2015 Posted January 2, 2015 Record Zato doing the unblockable then try to block it yourself
Kane-Z Posted January 2, 2015 Posted January 2, 2015 A practical way to go into the SG loop from a Mawaru mix up:http://www.youtube.com/watch?v=FM0gFS1t1Jk Sorry if I mistimed the first unblockable. I was in a bit of a hurry to upload.
xXavierx Posted January 2, 2015 Posted January 2, 2015 What's the advantage of using that over the dust wall stick entry to the unblockable? More damage on a hit with high eddie guage?
Kane-Z Posted January 2, 2015 Posted January 2, 2015 Damage seems to be pretty much the same. It's just another way to go into Shadow Gallery loop. Feels a bit more practical since it starts from our mix up and we don't need to burn meter.
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