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==Move List== | ==Move List== | ||
Frame Data Source: https://w.atwiki.jp/garoumow/pages/24.html | Frame Data Source: https://w.atwiki.jp/garoumow/pages/24.html | ||
Legend | {{MOTW Legend}} | ||
===Close Standing Normals=== | ===Close Standing Normals=== |
Revision as of 15:20, 17 April 2022
Introduction
A powerful fighter who has lost all memories, including those of his family. The huge scars on his back prompt him to become an assassin, and he travels the world defeating warriors. One day he finds himself in Southtown, where he enters the tournament. He does well, but near the finals he comes up against someone with the same fighting skills as himself. Winning, his opponent disappears. Gato realizes that it was an image of his father.
Pros | Cons |
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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 |
---|---|---|---|---|---|
- | - | 3 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | Yes | Yes | - | |
Standing jab. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 5 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | Yes | Yes | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 5 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+3 | +3 | Yes | Yes | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 3 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+5 | +5 | Yes (1st hit) | Yes (1st hit) | - |
Far Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 3 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+1 | +1 | Yes | Yes | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 6 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-3 | -3 | Yes | Yes | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 10 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-4 | -4 | No | No | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 13 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-1 | -1 | No | Yes | - |
Crouching Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 4 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | Yes | Yes | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 4 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+4 | +4 | No | No | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 7 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-1 | -1 | Yes | Yes | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 8 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -10 | No | No | - |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 4 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 6 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 7 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 10 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - |
Command Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 19 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+1 | +1 | No | No | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 13 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+1 | +1 | No | No | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - |
Universal Moves
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 8 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-1 | +3 | No | No | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 9 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-5 | -1 | Yes | No | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 21 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -19 | - | - | - |
Throws
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 9 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - |
Feint Cancels
Special Moves
236A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
10 | - | 7 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-1 | -1 | - | - | - | ||
236C | Damage | Guard | Startup | Active | Recovery | Total |
12 | - | 16 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-9 | -9 | - | - | - | ||
236A > 66P | Damage | Guard | Startup | Active | Recovery | Total |
10 | - | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -9 | - | - | - | ||
236C > 66P | Damage | Guard | Startup | Active | Recovery | Total |
11 | - | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -11 | - | - | - |
214B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
10 | - | 6 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-11 | -11 | - | - | - | ||
214D | Damage | Guard | Startup | Active | Recovery | Total |
10 | - | 7 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -19 | - | - | - | ||
214K > A | Damage | Guard | Startup | Active | Recovery | Total |
15 | - | 11 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
N/A | N/A | - | - | - | ||
214K > B | Damage | Guard | Startup | Active | Recovery | Total |
12 | - | 4 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | - | - | - | - | ||
214K > C | Damage | Guard | Startup | Active | Recovery | Total |
13 | - | 9 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
N/A | N/A | - | - | - | ||
214K > D | Damage | Guard | Startup | Active | Recovery | Total |
15 | - | 7 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | - | - | - | - |
623B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
16 [5] | - | 3 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
- | -37 [+6] | - | - | - | ||
| ||||||
623D | Damage | Guard | Startup | Active | Recovery | Total |
20 [5] | - | 3 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
- | -38 [+6] | - | - | - | ||
|
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
20 | - | - | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - |
Super Moves
236236A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
35 | - | 0 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -8 | - | - | - | ||
236236C | Damage | Guard | Startup | Active | Recovery | Total |
48 | - | 0 | - | - | 9 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -8 | - | - | - |
236236B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
32 | - | 4 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -55 | - | - | - | ||
236236D | Damage | Guard | Startup | Active | Recovery | Total |
43 | - | 4 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -79 | - | - | - |
623AB | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
14 | - | 11 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-9 | -9 | - | - | - | ||
623AB > 623AB | Damage | Guard | Startup | Active | Recovery | Total |
17 | - | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-14 | -14 | - | - | - | ||
623AB > 623AB > 623AB | Damage | Guard | Startup | Active | Recovery | Total |
32 | - | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -21 | - | - | - |
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 its 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 its to connect a low normal with your fist special to punish your opponent failures.
He had an exclusive regular anti air special move that is Breakable but in the KOF Series is replaced with more hop special attacks with punch button, and also he had one of the best anti air Super Moves along with a good ground Super Move that will be your mid anti air catcher/punished one and your corner combo ender.
His counter move is rare to use but its your other anti air special move.
The main weakness of Gato is that he can be hitted easily with jump in or Univeral Overheads and in far combat can be punished with simple projectiles in midrange too.
His Feint Cancels aren't necessary to make big damage but they are still useful for corner combos and that is the reason that he is a top tier (characters that they need only one break or feint cancel move to make big damage are tiers thanks to it).
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.