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Guilty Gear -STRIVE-

DeftMonk

Warrior
Anyone have any good resources to kick start learning Zato? Gonna give this game another shot and try zato. Mainly looking for stuff to break down his combo/pressure game since it is unique. I looked on youtube and stuff that came up was kinda meh. Maybe a zato disc link?
 
Anyone have any good resources to kick start learning Zato? Gonna give this game another shot and try zato. Mainly looking for stuff to break down his combo/pressure game since it is unique. I looked on youtube and stuff that came up was kinda meh. Maybe a zato disc link?
I had a list of resources when I tried to learn Zato, but then shifted my attention to other characters and deleted that list. Let me mention some random stuff...

Basically, it's going to take a month just to get used to the hold-release cycle (and how it limits your options, and how to mask button press/release behind animations). If playing on a pad, you need to decide right away how you're going to hold multiple buttons down (you can do it on default button settings, even, but easier with a bigger thumb or if you just bind shoulder buttons to some attacks). And you better love down-down motions, because Invite Hell is a common part of your pressure (though note that downS xx Hell is not a true blockstring, and people that aren't Nago/Goldlewis can jump out between the hits).

You cannot learn everything at once, so basically pick one pressure string that you'll try to go for and one antiair combo, and just keep trying to apply those. A big part is learning to protect Eddie (because he goes poof from any hit and then you need to wait for him to recharge), and you can send him across 3/4 of the screen with qcbS (the projectile reflect move) so he goes behind the opponent where they have a harder time hitting him. And quick unsummoning, which you mostly do with Oppose and Leap (just do the unsummon right away when Eddie goes into that animation).

Look at the Zato section at https://discord.com/invite/Xfzd7mkamF (go into role-assignment and click Zato in the below row).
 

Wrenchfarm

Lexcorp Proprietary Technologies
Anyone have any good resources to kick start learning Zato? Gonna give this game another shot and try zato. Mainly looking for stuff to break down his combo/pressure game since it is unique. I looked on youtube and stuff that came up was kinda meh. Maybe a zato disc link?
Yer boy has your back. I've saved every useful Zato video I've found in one playlist.

It's a lot of videos and no organization, so you'll need to dig through the list a bit. I'd start with RathFGC or Mark Kirollos' full guides. I'm on stick and using Rath's layout, working well so far.

Learning Zato is not THAT difficult. It's just like starting out again. QCF and SRK inputs were once difficult and strange right? Now you do them without a second thought. Same thing with Negative Edge. Just gotta work on it. This video is for Xrd but really breaks it down well
 

DeftMonk

Warrior
Yer boy has your back. I've saved every useful Zato video I've found in one playlist.

It's a lot of videos and no organization, so you'll need to dig through the list a bit. I'd start with RathFGC or Mark Kirollos' full guides. I'm on stick and using Rath's layout, working well so far.

Learning Zato is not THAT difficult. It's just like starting out again. QCF and SRK inputs were once difficult and strange right? Now you do them without a second thought. Same thing with Negative Edge. Just gotta work on it. This video is for Xrd but really breaks it down well
Thanks! This is exactly what I was lookin for. The negative edge part isn't so much what bothers me... More over the nature of him seems like a beast to tackle labbing out optimals and flow charty stuff for pressure and neutral. When I started playing venom years ago some resources really accelerated my learning of the character 1000 fold so I wanted to find similar stuff for zato. I was trying to find good educational/break down stuff and came up with bunch of combo artist crap only on youtube.
 

Wrenchfarm

Lexcorp Proprietary Technologies
Zato got a couple of buffs while most of the top tiers got a little hit. This patch is looking nice for me.
Baffling that they gave Leo buffs though. Maybe I'm bad, but I usually have to spend burst or YRC or take a huge risk to escape his backstance as it is. Can't imagine how they could look at it and think "he needs more"
 

NaughtySenpai

Kombatant
I'm happy they didn't change shit about Sol's frame data.
I fucking hate it when I've been playing a game for 3 month, barely am able to pull off cool combos consistently, and then the next patch nothing works anymore.

Now I can actually learn a new combo off Wild Throw. Shit's amazing.
 

Arqwart

D'Vorah for KP2 copium
Unsure if it was intentional in his changes, but Anji can now cancel the initial Fuujin attack into its follow-ups without the initial attack ever coming out while still getting the initial attack's forward movement. So... Anji can slide forward into a 50/50 out of nowhere with a built-in Fuujin kara cancel.

EDIT: looking things up, it appears it was intentional. The issue is that the English patch notes did an abysmal job conveying it. The Korean patch notes apparently explicitly said it'll be cancelable in that way so.. good luck, everyone. Anji players about to have a grand old time.
 
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Gooberking

FGC Cannon Fodder
I don't know why Leo needed anything more. I have no idea what to expect when I get in there this weekend.

I'm sure there will be a Jack-O army to deal with. I may take a "if you can't beat them, join them" approach on that part.
 

Mandolore1123

Man of Science Who Wields the Living Lightning
HUGE patch notes are out
I can’t upload them though because file size too big and the link isn’t working :(
 

Arqwart

D'Vorah for KP2 copium
Individual character changes aside, the overall mechanic changes of this patch are huge for both general offense and general defense. Everyone getting better 6Ps, more air-dash-cancelable air normals, better input buffer windows, faster 5Ps, increased throw tech timing, RC off throws, and faultless defense viability increase across all moves is insane. Also looks like they weren't happy with Faust players (and others) insta-canceling supers into RCs so that appears to be gone.

EDIT: damn. Assuming I'm reading the "Increased base damage scaling" line right, Giovanna potentially just lost a good bit of damage. :(
 
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damn. Assuming I'm reading the "Increased base damage scaling" line right, Giovanna potentially just lost a good bit of damage.
This looks to be what's happened to everybody, which I think is because they're opening up the air combat more so they're routing some of the game's damage there.
 

Arqwart

D'Vorah for KP2 copium
This looks to be what's happened to everybody, which I think is because they're opening up the air combat more so they're routing some of the game's damage there.
Very fair. Losing some Sepultura combo damage does make sense considering it was pretty silly that Gio's most consistently good juggle combo was 5K Sepultura looped 2-3 times. There was no reason to do anything else unless you're trying to carry to the wall.
 
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Second Saint

A man with too many names.
I have such mixed feelings about this patch. Seems like most characters got buffed, and the FD being changed is necessary, but I think it might honestly hurt my main (Gio) most out of the cast. Especially combined with them nerfing her c.S to have more pushback. The changes to her dash seemed like they'd be a buff, but they've made conversions way more difficult.
 

Mandolore1123

Man of Science Who Wields the Living Lightning
I have such mixed feelings about this patch. Seems like most characters got buffed, and the FD being changed is necessary, but I think it might honestly hurt my main (Gio) most out of the cast. Especially combined with them nerfing her c.S to have more pushback. The changes to her dash seemed like they'd be a buff, but they've made conversions way more difficult.
Why play lame dog girl when you can play best doctor and INSTALL THE AFRO smh :p