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===Close Standing Normals=== | ===Close Standing Normals=== | ||
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===Far Standing Normals=== | ===Far Standing Normals=== | ||
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===Crouching Normals=== | ===Crouching Normals=== | ||
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===Jumping Normals=== | ===Jumping Normals=== | ||
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===Command Normals=== | ===Command Normals=== | ||
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===Universal Moves=== | ===Universal Moves=== | ||
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===Throws=== | ===Throws=== | ||
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===Feints=== | ===Feints=== | ||
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===Special Moves=== | ===Special Moves=== | ||
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| Cancel on Hit = | | Cancel on Hit = | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = | | Guard Crush Value = 2x5 | ||
| description = Gato's DP that does not have any invincibility frames but has fast startup. Consequently, it is not used as a reversal or anti-air, but rather as a combo tool. The B version (non-break) can be used to end juggle combos in the corner and then comboed into Rei-ga as Gato will land before the opponent. | | description = Gato's DP that does not have any invincibility frames but has fast startup. Consequently, it is not used as a reversal or anti-air, but rather as a combo tool. The B version (non-break) can be used to end juggle combos in the corner and then comboed into Rei-ga as Gato will land before the opponent. | ||
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| Cancel on Hit = | | Cancel on Hit = | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 3, | | Guard Crush Value = 3, 2x4, 3 | ||
| description = The D version performs an extra hit that knocks the opponent to the ground. It's used as a combo ender for juggle combos midscreen or meterless in the corner. | | description = The D version performs an extra hit that knocks the opponent to the ground. It's used as a combo ender for juggle combos midscreen or meterless in the corner. | ||
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}} | }} | ||
===Super Moves=== | |||
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| Cancel on Hit = | | Cancel on Hit = | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 10, | | Guard Crush Value = 10, 2x6 | ||
| description = | | description = | ||
}} | }} | ||
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| Cancel on Hit = | | Cancel on Hit = | ||
| Cancel on Block = | | Cancel on Block = | ||
| Guard Crush Value = 10, | | Guard Crush Value = 10, 8x8 | ||
| description = This super is generally used as a combo ender for corner juggle combos. It does more damage if you end your combo with an additional Sen-ga into Ryuu-ga than it does to end with Rai-ga B into Rei-ga. It also leaves you closer to the opponent for better okizeme than Rei-ga. The move has a decent amount of invincibility, but is extremely unsafe on block or whiff, making it very risky as a reversal or anti-air in most situations, so it generally isn't used in that regard unless out of desperation. Like with Rei-ga, the D version does slightly more damage than the B version and is typically only used when you need the extra damage for the kill. | | description = This super is generally used as a combo ender for corner juggle combos. It does more damage if you end your combo with an additional Sen-ga into Ryuu-ga than it does to end with Rai-ga B into Rei-ga. It also leaves you closer to the opponent for better okizeme than Rei-ga. The move has a decent amount of invincibility, but is extremely unsafe on block or whiff, making it very risky as a reversal or anti-air in most situations, so it generally isn't used in that regard unless out of desperation. Like with Rei-ga, the D version does slightly more damage than the B version and is typically only used when you need the extra damage for the kill. | ||
Revision as of 23:30, 11 February 2023
Introduction
Gato is a taciturn practitioner of Chinese martial arts, with a background shrouded in mystery. He seeks vengeance against his father for murdering his mother and enters the Maximum Mayhem tournament in search of him. He seems to have a connection with another fighter, Hotaru Futaba, who asserts that he is her missing older brother...
Gameplay
Gato is a rushdown/neutral hybrid character. His main gameplan revolves around two core tactics. The first is to carry the opponent to the corner of the stage where he can deal tons of damage with his corner combos and pressure the opponent very well. The second is to build meter using his unique meter-building technique called the "stomp cancel" in order to gain access to his 0f super (a.k.a. Rei-ga or Zero Kiba), which allows him to confirm from almost anything in neutral, punish anything unsafe in neutral, or to end combos with to do even more damage in the corner.
Strengths | Weaknesses |
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Character Colors
Move List
Frame Data Source: https://w.atwiki.jp/garoumow/pages/24.html
Data Help | |
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Disclaimer: This is meant to teach basic terminology used when describing moves. | |
Hitbox: | A predefined area (usually a rectangle or rectangles) that tells the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing. |
Hurtbox: | A predefined area (usually a group of rectangles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox. |
Throw Box/Range: | Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun. |
Projectile Box: | Hitbox on a projectile attack. |
Guard/Counter Box: | The Guard Box or Counter Box. This appears when blocking or using a counter move. |
Push Box: | Has no bearing on hit/hurt boxes. Just prevents characters to not pass through each other. (Also known as "Collision Box".) |
Startup | The number of frames before an attack can hit the opponent. Does not include the first active frame. |
Guard | The way this move must be blocked.
High or H or Overhead (especially when from the ground) -- must be blocked standing. |
Damage | "Basic" damage -- Unmodified damage values
"Correct" damage -- Damage values accounting for damage scaling, TOP multiplier, and defense rate |
Guard Crush Value | Decreases the defender's guard durability gauge by this value. |
+X | Attacker has X number of advantage frames. |
-X | Attacker has X number of disadvantage frames. |
KD | Short for "knockdown", knocks down opponent on hit. |
◯ | Cancelable on both hit and block. |
∞ | Chain cancelable with the same button (renda cancel). |
※ | Cancelable on the first hit/part only. |
《X》OR «X» OR <<X>> OR (X) | X number of inactive frames between hits of multihit moves. |
△ | Only cancelable on block. |
▽ | Only cancelable on hit. |
× OR X | Not cancelable. |
Close Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4 | Mid | 3 | 1 | 8 | 12 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | Yes/chainable | Yes/chainable | 4 | |
A fast jab that can be used as a close-range check. It can be cancelled into Shin-ga A as a fast meterless punish from close range or linked into Rai-ga. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Mid | 5 | 3 | 6 | 14 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | Yes | Yes | 4 | |
Slower than his cl.A and does less damage than his cl.C, typically not used. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 5 | 4 | 14 | 23 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+3 | +3 | Yes | Yes | 5 | |
A good combo starter generally used to combo into Shin-ga C. Can be used from a jump-in to hit confirm into the move that way or feint cancelled on block to continue pressure. Does more damage than a single hit of cl.D but has more pushback, so it can be used over cl.D to maximize damage for certain punishes. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6, 6 | Mid | 3 | 1, «1», 6 | 10 | 21 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+5 | +5 | Yes (1st hit) | Yes (1st hit) | 3, 3 | |
A very fast close heavy normal that has good frame advantage, an amazing hitbox, and hits twice. Can be used to confirm and link into his 0f super from both hits. Also links into cr.B. The hitbox of the move extends well in front and above Gato's head, making it a good anti-air against an opponent who tries to jump in from right above him or for hitting the opponent out of the air early in their jump (especially useful when going for his D throw). The move can also be used to beat guard cancel attempts against opponents who try to do so against the first hit. It is also often used to cancel into Fuu-ga D in close range as a punish. |
Far Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | Mid | 3 | 3 | 11 | 17 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+1 | +1 | Yes/chainable | Yes/chainable | 4 | |
Used as a fast, higher-hitting check, in particular against forward dashes. Can also be used to combo into Shin-ga A or Rai-ga like cl.A (if close enough). |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7 | Mid | 6 | 3 | 15 | 24 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-3 | -3 | Yes | Yes | 4 | |
Has long reach but may feel somewhat awkward to use at first. If used after a cl.D, cr.B, or Rai-ga break, it will act as a frame trap (including against jumps). The move is unsafe on hit/block, but can be feint cancelled to make it safe or cancelled into a special move. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 10 | 4 | 21 | 35 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-4 | -4 | No | No | 5 | |
Another normal that may feel somewhat slow and awkward to use at first. Usually used as a mid-range attack as a counter-poke to beat the opponent's pokes/checks. Gato's hurtbox retracts, which can make it difficult for the opponent to convert into a combo even if they manage to land a hit. It also extends outside of the range of most of his other normals, so the opponent may not be wary of it, and can be hard to punish from max range as it is only slightly minus. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 13 | 3 | 19 | 35 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-1 | -1 | No | Yes | 5 | |
Although not particularly unsafe, the move is slow and generally isn't used much. It can function as an anti-air if the opponent jumps away from Gato's D throw and/or if the opponent is outside of the range of cl.D. The move can be feint cancelled on block to make it safe. |
Crouching Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4 | Mid | 4 | 3 | 6 | 13 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | Yes/chainable | Yes/chainable | 4 | |
Similar in function to his cl.A and far st.A but with 1f slower startup, along with slightly less range and damage compared to far st.A. Offers more frame advantage than far st.A and can be used to better confirm and link into 0f super, but Gato usually has better options in that regard such as cl.D or cr.B. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Low | 4 | 4 | 7 | 15 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+4 | +4 | No | No | 4 | |
A low with amazing range. Used as a poke/check in neutral against dashes/runs (into standing jabs) and can also be used to target the landing recovery of whiffed jump normals. Can't be cancelled, but can be linked into 0f super as a confirm or punish, or into Rai-ga (mainly in the corner). |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 7 | 4 | 18 | 29 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-1 | -1 | Yes | Yes | 5 | |
Similar in function to Gato's cl.C as a combo starter. Has slightly slower startup but slightly farther range than cl.C, which is a close proximity normal. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Low | 8 | 3 | 28 | 39 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -10 | No | No | 5 | |
A fairly unsafe sweep, generally not used much outside of a meterless mid-ranged punish. |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | High | 4 | 10 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | No | No | 4 | |
A fast horizontal-hitting jump normal with a lot of active frames that functions well as an air-to-air. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | High | 6 | 7 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | No | No | 4 | |
Mainly used from a hop to combo into Rai-ga in close range. It has a long downward hitbox, so it can also be used to whiff punish (and combo into 0f super) from higher in the air. If done deep enough, the j.B can beat out Upper-Body Evasive Attacks. The normal can also be chained into j.A as an air target combo, making it very useful and a staple for Gato's jumps. Although the j.A will whiff on a crouching opponent, Gato will still be advantageous on block/hit from his j.B. It has fast startup, so it can be used as an air-to-air from a forward or neutral jump on reaction to the opponent's jump, and can beat air JD or non-invincible guard cancel attempts if the opponent only does so against the first hit of j.B. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | High | 7 | 6 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | No | No | 5 | |
Used in air-to-air situations and as a check, usually from a neutral or back jump, to stop the opponent's forward advancing jump-ins or dashes on the ground. It has a good forward-extending hitbox that can beat a lot of other moves the opponent may try to stick out. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | High | 10 | 5 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | No | No | 5 | |
Has a more downward-extending hitbox compared to j.C and is mainly used for hops. Good for countering the opponent's pokes and checks, such as their st.A, as it will go above them. It can still be evaded by cr.ABs, but is still useful for stopping dashes and runs in neutral. Very useful as a fast overhead from a hop to confirm into 0f super. |
Command Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Overhead | 19 | 4 | 16 | 39 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+1 | +1 | No | No | 9 | |
Can be used as a grounded overhead and confirmed into 0f super. However, it will not be a true combo/link into super (even though it's +1f on hit) unless it hits meaty, and will instead function as an unblockable setup that the opponent can potentially escape on reaction to being hit. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
11 | Mid | 13 | 5 | 15 | 33 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+1 | +1 | No | No | 9 | |
Can be used to move Gato forward and hit an opponent trying to jump out of Gato's pressure on the ground, particularly useful to keep the opponent in the corner. However, the move will whiff on a crouching opponent and can potentially be whiff punished that way, so it should be used with caution. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Gato turns around mid-air, which can make any of his jump normals function as a cross-up. Can only be done from a jump, not a hop. |
Universal Moves
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6, 6 | Mid | 8 | 1, «2», 3 | 19 | 32 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-3 | +3 | No | No | 3, 3 | |
Hits twice but is minus (and potentially unsafe) on hit. Not used much as you're better off going for a hop or jump to evade lows. It's also the only st.AB in the game that isn't an overhead and one of the only st.ABs that isn't airborne either. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 8 | 3 | 21 | 32 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-5 | +1 | Yes | No | 6 | |
A good cr.AB that functions well as an anti-air and is safe on block. You can safely buffer into a special move as it will only come out on hit. Usually cancelled into Shin-ga or Fuu-ga D > Sen-ga on hit. 1~7F of upper body invincibility. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
21 (in T.O.P. mode) | Mid | 21 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -19 | - | - | 25 | |
Fairly slow startup and can be quite unsafe. Not used much outside of very specific juggle situations midscreen or if the opponent is already close to being guard crushed (can be cancelled into from a heavy normal in that case). |
Throws
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Unblockable | 1 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+41 | - | - | - | - | |
Normal throw with C. Generally not used much over his D throw, but can set up a reverse guard situation in the corner and has a faster animation than his D throw if you need to deal damage right before the timer runs out at the end of a round. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
15 | Unblockable | 1 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+38 | - | - | - | - | |
Normal throw with D. Gato's preferred throw. Deals one more point of damage than his C throw and gives better okizeme. If the throw "whiffs", a cl.D or far st.D will come out, which are very good for anti-airing an opponent who tries to jump to escape his throw. |
Feints
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 11 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of 236C (and to a lesser extent 236A and 236(x2)P). Generally not used over his down feint. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 11 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of 623K, looking like a break. Gato's preferred feint to feint cancel with, as his hurtbox retracts farther back than his forward feint. |
Special Moves
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
20 | Mid | 5 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -6 | - | - | 8 | |
Gato's counter move that only works against higher-hitting moves (excluding fireballs) and is vulnerable to lows. Gato can convert into Rei-ga if he manages to successfully land the move. However, the startup is relatively slow for a counter and it leaves Gato in a long animation and recovery state if it whiffs. Like other counter moves in the game, it's considered fairly gimmicky with its high risk, and typically isn't used. 6~15F of upper body counter state, after counter is initiated the startup is 8F. |
Super Moves