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{{MOTW Character Intro|char=Gato |content= | |||
==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 == | ||
{{Content Box|content= | |||
'''Gato''' overview... | |||
{{ProConTable | |||
|pros= | |||
* '''Good set of normals and special moves''' | |||
* '''Very versatile 0f super move that allows for a wide range of confirms and punishes''' | |||
* '''Highly damaging corner combos''' | |||
* '''Very fast meter build speed with his stomp cancel''' | |||
* '''Good overall offensive pressure and neutral game''' | |||
|cons= | |||
* '''Meterless combos are somewhat limited and not as damaging midscreen''' | |||
* '''Needs to be close to the opponent to deal a lot of damage''' | |||
* '''Lack of reliable (non-risky) reversals''' | |||
}} | |||
}} | |||
}} | |||
'''Character Colors''' | '''Character Colors''' |
Revision as of 10:32, 8 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 overview...
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 |
---|---|---|---|---|---|
- | - | 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) | - | |
Your go to anti air besides your super |
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 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.