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Legend : <BR> | Legend : <BR> | ||
'''Command''' = the | '''Command''' = the input for the attack.<BR> | ||
'''Start Up''' = How many start up frames an attack has. <BR> | '''Start Up''' = How many start up frames an attack has. <BR> | ||
'''Hit''' = When the attack hits. <BR> | '''Hit''' = When the attack hits. <BR> |
Revision as of 16:58, 8 March 2011
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.
Character Colors
Gameplay Overview
To come.
Move List
Command Moves
Muran-geri (Hop Kick): +
Crossover: in the air
Sai-gaku (Hammer Smash): +
Special Command Moves
Attributes
When a move can be canceled, it can either be canceled into a special/super/feint. Some moves that can't be canceled when they hit can be canceled when the opponent blocks while some moves that can be Special/Super canceled cannot be Feint Canceled.
Frame Data
Legend :
Command = the input for the attack.
Start Up = How many start up frames an attack has.
Hit = When the attack hits.
Block = When the attack is blocked.
+ signifies how many advantage frames the attacker has.
- signifies how many disadvantage frames the attacker has.
KD means the attack will knock the opponent down.
Attack Notes
To come.
Combos
Anywhere:-
1- Jumping C-->Crouching C-->QCF+C then F, F+C
- 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- Jumping C-->Down+AB-->F, D, DF+AB 3 times
3- Standing C-->QCB+B then A
- A rather odd looking combo, just press the A button a split second after the QCB+B for the combo to work.
4- Standing/Crouching A 2 times-->QCFx2+P
Corner only:-
5- Jumping C-->Down+AB-->QCB+B then C-->QCFx2+P
- You must time pressing the C button & then quickly input the super as Gato lands.
5b- Jumping C-->Down+AB-->QCB+B then C-->Standing A-->QCFx2+P
- A small alteration of the above combo, if you're fast you can link a Standing A before the super.
6- Jumping C-->Standing C-->F, D, DF+B-->QCFx2+P
- An easy corner super which does a fair amount of damage.
7- Jumping C-->Down+AB-->QCB+D then B-->QCB+B then B (only the follow-up will hit, but do this move 1 or 4 times)-->F, D, DF+B-->QCFx2+P
- Gato's most powerful combo! If your timing is right you can add up to 4 B follow-ups of the QCB+B! 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 F, D, DF+B & then properly inputting the super as Gato lands.
T.O.P. Notes
To Come.
Overall Strategy
To Come.
Matchup Notes
To come.
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.