Guilty Gear Strive Season 4 Breakdown: Zato

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  • Опубліковано 5 лют 2025

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  • @ZachStarAttack
    @ZachStarAttack 3 місяці тому +7

    thank you for being sympathetic to the plight of us z a t o mains. I appreciate your commentary telling us about how he will only probably remain in the same tier while other characters are sprinting ahead in power levels as you said. I really appreciate your analyzes

    • @BackOff_xd
      @BackOff_xd 2 місяці тому

      I mean, his buffs We're pretty handy tbh.

    • @ZachStarAttack
      @ZachStarAttack 2 місяці тому

      @BackOff_xd handy is all that the big A(sshole)rcsys will give us

    • @BackOff_xd
      @BackOff_xd 2 місяці тому

      @zachstarattack7320 Better than to be Testamented, she got like, only 1 good thing and everything else is filler xd.

    • @ZachStarAttack
      @ZachStarAttack 2 місяці тому

      @BackOff_xd That's fair. But your character is still higher on the tier list than me

  • @judoshrew
    @judoshrew 3 місяці тому +6

    I love the new 6h. it can be cancelled into flight, which allows you to make use of jK as an overhead which can go into a cs on landing or 2k 2d for mixup, or your jk can move into jd if you are sure you are going to land a hit, and that opens up a full string. With flight it is +2 on block and +5 on hit. With jk being 7 frames, people can mash out of it, but a lot of people just don't even see it coming because its zato 6h, he never uses that. They are too busy feeling embarassed about being confronted with a move that never shows up. It become a very powerful tool in opening up combo routes for eddieless zato, which can lead to wall break from roundstart with 6h 66 jk jd cs fs 5h 236p into whatever you want to do in the corner. It can give you a ton of momentum on round start for catching a backdash. If im winning and I feel the enemy is flumoxed about their roundstart options, its a pretty good choice. Its still kinda risky, but its got a pretty big payoff for its risk, and it plays a good role in okizeme in corner, closing distances while low crushing, and it is a great round starter when you know an opponent is going to go for a low or a backdash, which usually people like as safe options. It also just does a ton of damage, it deals 65, which is not too shabby when trading. Its not a perfect move, but its definitely found a place into my combo strings, particularly after pierce, where with a little negative edging you can cover with drills. Its neat as an approaching tool because it has such a forward hitbox and it gives you tools for approaching low to the ground. Tbf, Im not a great zato. I live on the 9th floor, but its easily been one of my favorite parts of the patch. It was an unusable move before but its quite usable now. I particularly like it because most other zatos I know don't use it, so it turns into a secret weapon for me.

  • @testhekid
    @testhekid 2 місяці тому +3

    interesting to see how zato and millia didnt get nerfed heavily this patch by seeing how they lost some power on their best moves kapel and sunvoid, glad they got compensated in their own ways but i doubt its gonna be enough to level them with the rest of the buffed characters

  • @jefftempest4
    @jefftempest4 2 місяці тому +1

    of all the 6p nerfs zato got hit the hardest
    went from being a really good counterpoking tool and a mediocre antiair to a mediocre counterpoking tool and a mediocre antiair

  • @barrymaslow8441
    @barrymaslow8441 3 місяці тому +3

    "...more CONSCIENTIOUS..."
    Good shit.

  • @whale8289
    @whale8289 2 місяці тому

    if you jump block sun void itself you can also hit pierce
    I've never seen 6h into cs tbh, if its in a combo you're most likely getting an aeriel 6h anyway, if you have eddie out you do 214h to unsummon then summon him again for pressure, if no eddie you do 66 js cs and go from there, if you have no eddie and you're also about to wall stick you do 6h 214s and wallbreak with 6h for the most damage, this buff mostly will help in using 6h for unsummons because its faster (sometimes in certain unsummon routes the 6h would sometimes not correct cuz it was slow, thatll happen less) and also you can input the 214h way easier now (I'd mess it up sometimes in the previous patch cuz I'd be too hasty and zato would still be in the air)

    • @whale8289
      @whale8289 2 місяці тому

      (6h 66 js cs is something that existed previously anyway, better unsummons are the most notable thing if you're using this for combos)

  • @fissilewhistle
    @fissilewhistle 2 місяці тому +1

    ArcSys’s balance team is a bunch of muppets.

  • @ZachStarAttack
    @ZachStarAttack 3 місяці тому

    3:02 sure he will appreciate being able to combo into command grab that actually refills Eddie except this is still useless to do midscreen because only being plus seven from that far away is awful and you can just backdash everything he does