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{{MoveData | {{MoveData | ||
|image=Garou_Gato_2AB-1.jpg | |image=Garou_Gato_2AB-1.jpg | ||
|name=Cr. {{Icon-SNK|A}}{{Icon-SNK|B}} | |name=Cr. {{Icon-SNK|A}}{{Icon-SNK|B}} | ||
|subtitle= | |subtitle= | ||
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A good cr.AB that functions well as an anti-air and is safe on block. Usually cancelled into Shin-ga or Fuu-ga D > Sen-ga on hit. | A good cr.AB that functions well as an anti-air and is safe on block. Usually cancelled into Shin-ga or Fuu-ga D > Sen-ga on hit. | ||
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<gallery> | |||
Garou_Gato_2AB-2.jpg | |||
Garou_Gato_2AB-3.jpg | |||
Garou_Gato_2AB-4.jpg | |||
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{{AttackData-Garou | {{AttackData-Garou | ||
| subtitle = | | subtitle = | ||
| version = --- [[File:f.png]][[File:f.png]]+{{Icon-SNK|A}} | | version = --- [[File:f.png]][[File:f.png]] + {{Icon-SNK|A}} | ||
| Damage = 10 | | Damage = 10 | ||
| Guard = Mid | | Guard = Mid | ||
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{{AttackData-Garou | {{AttackData-Garou | ||
| subtitle = | | subtitle = | ||
| version = --- [[File:f.png]][[File:f.png]]+{{Icon-SNK|C}} | | version = --- [[File:f.png]][[File:f.png]] + {{Icon-SNK|C}} | ||
| Damage = 11 | | Damage = 11 | ||
| Guard = Mid | | Guard = Mid |
Revision as of 00:15, 9 September 2022
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 his two main strengths. 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 "stomp cancel" in order confirm and punish with his 0f super in neutral or 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 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | ◯ | ◯ | 4 | |
A fast jab that can be used as a close-range check and to combo into Shin-ga A as a fast meterless punish from close range. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Mid | 5 | 3 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | ◯ | ◯ | 4 | |
Slower than his cl.A and does less damage than his cl.C, typically not used much. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 5 | 4 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+3 | +3 | ◯ | ◯ | 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. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6, 6 | Mid | 3 | 1, «1», 6 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+5 | +5 | ◯ (1st hit) | ◯ (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. 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 Sen-ga D in close range as a punish. |
Far Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Mid | 3 | 3 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+1 | +1 | ◯ | ◯ | 4 | |
Used as a fast, higher-hitting check, in particular against forward dashes. Can also be used to combo into Shin-ga A like cl.A (if close enough) or Rai-ga. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7 | Mid | 6 | 3 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-3 | -3 | ◯ | ◯ | 4 | |
Has long reach but may feel somewhat awkward to use at first. If used after a cl.D or 2B, 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 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-4 | -4 | X | X | 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 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-1 | -1 | X | ◯ | 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 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | ◯ | ◯ | 4 | |
Can be linked into itself or into his 0f super as a hit confirm, but Gato usually has better options in that regard such as cl.D or 2B. Can be used to combo into Shin-ga A like cl.A or far st.A. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Low | 4 | 4 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+4 | +4 | X | X | 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 in the corner. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 7 | 4 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-1 | -1 | ◯ | ◯ | 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 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -10 | X | X | 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 | |
- | - | X | X | 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 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
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. 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. If done deep enough, the j.B can be used to beat 2ABs. 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 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 | |
- | - | X | X | 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 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 | |
- | - | X | X | 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 2ABs, but is still useful for stopping dashes and runs. 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 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+1 | +1 | X | X | 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 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+1 | +1 | X | X | 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 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-3 | +3 | X | X | 3, 3 | |
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 |
---|---|---|---|---|---|
21 (in T.O.P. mode) | Mid | 21 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -19 | X | X | 25 | |
Not used much outside of very specific juggle situations midscreen or if the opponent is close to being guard crushed (can be cancelled into from a heavy normal in that case). |
Throws
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | - | 1 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Generally not used much over his D throw, but can setup up a reverse guard situation in the corner and has a faster animation if you need to deal damage before the timer runs out at the end of a round. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
15 | - | 1 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
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
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 | |
6~15f of upper body counter state, after counter state lasts 8f. |
Super Moves
Combos
Anywhere
1- j.C, 2C xx 236C~66C
- This one of Gato's best (if not the best) BnB combo as it does a good amount of damage & gives you a good amount of power guage energy.
2- j.A/B/C, 623AB > 623AB > 623AB
- Link into Gato's 623AB.
3- cl.C xx 214B~A
- A rather odd looking combo, just press the A button a split second after the 214B for the combo to work.
4- 5A/2A*2 xx 236236P
- Basic super confirm.
Corner only
5- j.C, 2A > 2B 214B~C, 236236P
- You must time pressing the C button & then quickly input the super as Gato lands.
5b- j.C, 2A > 2B 214B~C, c.A, 236236P
6- j.C, cl.C xx 623B, 236236P
- An easy corner super combo which does a fair amount of damage.
7- j.C, 2A > 2B xx 214D~B, 214B~B*n, 623B, 236236P
- Gato's most powerful combo! If your timing is right you can add up to 4 B follow-ups of the 214B! You can get usually 1 follow-up, but even with that this combo does around 75% damage! The only other hard part is comboing the 623B & then properly inputting the super as Gato lands.
T.O.P. Notes
Your T.O.P. Attack its a open palm attack that is a good close poking and zoning tool that keeps your opponent away from you and can punish startup projectiles, its a cool move too but weak agaisnt low counters,use it wisely and when you don't have meter.
Basic Strategy
Gato is a balanced character and a top tier one that had a good all-around character based in power rush moves.
His normals are regular pokes from short to middle range and also had good jump in attacks and excellent low pokes.
Your main plan will be charge your meter with the qcb+B~A glitch and then make a good combo in midscreen or corner in far range, your close range plan is to connect a low normal with your fist special to punish your opponent failures.
He has an anti-air special move that is breakable in the form of DP D. He also has one of the best anti-air Super Moves along with a good ground Super Move as a mid anti-air catcher/punisher and as Gato's best corner combo ender.
His counter move is rare to use, but it's your other anti-air special move. This move is overall forgettable and somewhat worthless, though, and isn't needed to play Gato.
The main weakness of Gato is that he can be hit easily with jump-ins or univeral overheads and can be punished with simple projectiles in midrange zoning, as well.
His Feint Cancels aren't necessary to get big damage, but they are still useful for corner combos.
Advanced Tactics
Stomp Cancel
Gato's stomp cancel is mainly used to build meter. To preform the stomp cancel you need to do +
,
. The
follow-up will throw a projectile that will hit the ground, but if you time it just right, Gato won't leave the ground, he'll just stay on the floor. The proper timing is when Gato has his arms fully stretched out during his
+
you hit
, any later/earlier and you'll get nothing, or his projectile.
In-depth video lecture on Gato. Please use the timestamps to navigate the topics.
Matchup Notes
To come.