OGAWA + KOICHI ZATO INTRO VIDEO SUMMARY


https://www.openrec.tv/movie/uxRnQ0Xl_gg

Hi. I'm not translating everything because god damn that's a lot of work and I aint /that/ free.
But here is a summary of sorts.
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Zato's character concept and speciality is fighting 2v1.
He has his main body, and his shadow, Eddie.
In a 1v1 situation Zato is quite weak so it's better to fight while running away.
Other characters have a double jump, but Zato has "fly" instead.
You have to manage fighting with Eddie and unsummoning to replenish Eddie gauge; Zato is a technical character.
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Main moves:

2S: 2S has long horizontal range and combos into Invite Hell (drill) on counter hit and you get okizeme off Invite Hell. This is one of Zato's strong points.

Nobiru: Strong hitbox, air unblockable, Zato's strongest move.

5P and 2K: Low recovery, good normals to throw out in anticipation of the opponent's movement.

Invite Hell: Put simply, you could say that Invite Hell and Nobiru are like a Hadouken and Shoryuken pairing. Another strength is that you can summon Eddie from the puddle Invite Hell leaves behind. The puddles can be destroyed, but it makes starting a 常時エディ/Jouji Eddie/Continuous Eddie situation easy (Continuous Eddie will be explained later)
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Anti-Airs:

6P: Universal anti-air. Combo from 6P: 6P(2)>hj j.PKHD or 6P(2)>hj j.KSHD. Koichi mentioned j.KSD, but Ogawa said j.PKHD has more advantage frames.

Air to air j.K: Combo: j.KHD

Koichi mentions 2H here. Ogawa replies that 2H is strong, but you have to put it out early if not it gets beaten (in the video here you see Sol's j.H counter hitting Zato's 2H). 2H is a preemptive anti-air, or is used to prevent jumps. 2H has high reward.
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Continuous Eddie: A style of play that has Zato and Eddie fighting together simultaneously. Zato protects Eddie and punishes the opponent for trying to kill him. For example, if Sol runs foward to 2S Eddie, Zato can land a CH 2D into Invite Hell.
Conversely, if Sol tries to IAD in, Zato can use Break The Law, so that only Eddie is out, and anti-air with Nobiru.
Invite Hell and ]P[ (Eddie P, Small Attack) work well together too.
]P[ has no hurtbox at the tip, so it can beat Sol's 2S.
Invite Hell and Nobiru work well together too.
2H usually has high risk, but when Eddie is out, he can cover Zato and mitigate the risk.
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Important Gatlings:

5P>2K>f.S(>2S)>special move: Even on IB this string is a true blockstring, so you can end it with 236P (Small Attack) or Nobiru, which is a guessing game in Zato's favor.

Koichi: Isn't 2S>Invite Hell also really strong? You can summon Eddie behind the opponent.
Ogawa: It's strong, but it loses to IAD
Koichi: You can IB the 2S and IAD in but if the drill is blocked then it's Zato's advantage isn't it.
Ogawa: It becomes a guessing game. Summoning from the puddle loses to IAD, but Nobiru beats it. 2S>Invite Hell loses to IB IAD but 2S>Nobiru beats it. Also, 2S>5H is a frame trap. 2S/f.S>5H is very strong, since 5H doesn't have a hurtbox at the tip of the attack.
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No Eddie Combos:
j.SH>5P>2D
c.S>5H(3)>H Invite Hell
(Ogawa then drops the combo multiple times, apparently it's hard on Sol, so)
Dash 5K>2S>5H(3)>H Invite Hell
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Okizeme:
Meaty Mawaru/Buzzsaw: After H Invite Hell, 236H>move Eddie forward slightly>Mawaru.
Meaty Mawaru>dash j.K leads to high low mixup.
j.K>land 2K>Mawaru is a low option and continues offense on block
j.K>jc j.PK>Mawaru is a high option and continues offense on block
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Koichi: What is a particularly high damage combo?
Ogawa: The Kuroda Combo
(while Eddie is summoned) 22S/2D>Nobiru>j.HD>Shadow Gallery+Nobiru>(Shadow Gallery 2nd hit hits)>Nobiru>j.HD>land hj j.HD
If the drill is blocked in the beginning, this leads into a 50-50 mixup. Blocked Nobiru>j.K into the same situation as before.

Combo from overhead: (while Eddie is summoned) j.K>jc j.SH>Mawaru>5D>6P(2)>Drill Special (]D[)>2H>S Invite Hell into unblockable (Drill Special+fly j.H).
The unblockable leads into a combo that lets you regenerate Eddie gauge but Zato will have to fight alone for a period of time.
Damned Fang (command grab) while Eddie is summoned also leads into the unblockable.
Combo from unblockable: Drill Special+fly j.H>Shadow Gallery>Dash j.KHD>hj j.D

Regarding the timing to set the Drill Special during Damned Fang:
Release D when you see the cross effect of Zato stabbing the ball. Ogawa mentioned that he uses the sound of Zato stabbing the ball (the "bushi" sound). Timing varies by character. Chipp gets up particularly slowly, so you have to delay it on him.

You can also get the unblockable from (whilt Eddie is summoned) 5K>c.S>Nobiru>j.KH>Executioner+Drill Special. Executioner got longer knockdown time in Xrd so this works in Xrd.
Release D right at the 1st hit of Executioner, timing must be changed for characters as well.

Great White: Slow startup, but Eddie becomes completely invulnerable. If the Eddie gauge is >50%, the shark attacks 5 times, if it's <50%, the shark attacks 3 times. Also, usually when Zato blocks something Eddie is unsummoned, but even if Zato blocks during Great White Eddie will keep attacking. Using Invite Hell and Break The Law during Great White and leaving it up to Eddie is quite strong.

After this they start playing matches, Ogawa (Zato) vs Koichi (Random Select).

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