The King of Fighters 2003/Gato

From SuperCombo Wiki
寡黙なる復讐の拳, Taciturn Fist of Vengeance
KoF2003Portrait16-Gato.png
Tier Placement A+
Ratio Cost (Sarsen) 6 Points (6 Points Leader) of 15
Ratio Cost (China) 10 Points of 20
Best Position Flex
Good LDM? Inconvenient
Crouch Height Medium
Wakeup Speed 22 Frames
Stun Value 1000

Introduction

「 Gatō 」

Strengths Weaknesses
  • Great buttons
  • Tons of mixups
  • Hugely damaging combos in the corner
  • Can fill nearly any role in a team
  • Strong MSA options regardless of the situation
  • High execution learning curve
  • Main anti-air locked behind a super
  • LDM isn't amazing unlike KOFXI

Colors

UNDER CONSTRUCTION

Movelist

UNDER CONSTRUCTION

Normals

Far Normals

st.A
Kof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

st.B
Kof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

st.C
Kof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

st.D
Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -


Close Range Normals

cl.A
Kof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

cl.B
Kof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

cl.C
Kof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

cl.D
Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -


Crouching Normals

cr.A
D.pngKof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

cr.B
D.pngKof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Low - - - - - - - - - - - - -

cr.C
D.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - None - - - - - - -

cr.D
D.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Low - - - - - - - - - - KD - -


Neutral Jumping Normals

nj.A
U.pngKof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

nj.B
U.pngKof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

nj.C
U.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

nj.D
U.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

Diagonal Jump Normals

dj.A
Ub.png/Uf.png+Kof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

dj.B
Ub.png/Uf.png+Kof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

dj.C
Ub.png/Uf.png+Kof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

dj.D
Ub.png/Uf.png+Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

Throws

B.png/F.png+Kof.sp.png/Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Throw - - - - - - - - - - - - -

MSA

MSA Startup
Qcf.png+Kof.lk.pngKof.sp.png/Kof.sp.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - Strike/Projectile

MSA Entry
After MSA
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -


Command Normals

Saigaku
F.pngKof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

Muran Geri
F.pngKof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

Special Moves

Shinga > Totsuga
Qcf.pngKof.lp.png > F.pngF.pngKof.lp.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Shinga A
Qcf.pngKof.lp.png
- - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Totsuga A
F.pngF.pngKof.lp.png
- - - - - - - - - - - - - - - -

Shinga > Totsuga
Qcf.pngKof.sp.png > F.pngF.pngKof.sp.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Shinga C
Qcf.pngKof.sp.png
- - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Totsuga C
F.pngF.pngKof.sp.png
- - - - - - - - - - - - - - - -

Fuuga
Qcb.pngK.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Fuuga B
Qcb.pngKof.lk.png
- - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Fuuga D
Qcb.pngKof.sk.png
- - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kouga
Kof.lp.png
- - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Senga
Kof.lk.png
- - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kyuuga
Kof.sp.png
- - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Katsuga
Kof.sk.png
- - - - - - - - - - - - - - - -

Ura Fuuga
Qcb.pngP.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Ura Fuuga A
Qcb.pngKof.lp.png
- - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Ura Fuuga C
Qcb.pngKof.sp.png
- - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Shunga
Kof.lp.png
- - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Ouga
Kof.lk.png
- - - - - - - - - - - - - - - -
  • Parries against all attacks except lows and projectiles.
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Muga
Kof.sp.png
- - - - - - - - - - - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Rouga
Kof.sk.png
- - - - - - - - - - - - - - - -

Super Moves

Zero Kiba
Qcf.pngQcf.pngP.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

Tatsu Kiba
Qcf.pngQcf.pngK.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

LDM

Tenryuu Retsu Kiba
Dp.pngKof.lp.pngKof.lk.png x3
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

Combos

BnBs:

  • cr.B x1-2, cr./cl./st.A, qcf x2 P
Light confirm into Gato's super. Pretty strict execution requirements since your quarter circle inputs have to be smooth and consistent, on top of Gato's lights not being as easy to chain as other characters. Still worth the effort to learn as it's a fast, rewarding way to force decent damage off a low starter.
  • (j.X,) cl.D(1), qcb B~C, (st.A,) qcf x2 P / (LDM) dp AB x3
Heavy starter confirm into either super. Gato needs to divekick after qcb B ASAP to give himself enough time to land and link the super. If he does it too high up, the opponent will recover quick enough for the combo to drop. Fairly strict window, but it's not too difficult to learn. Linking into LDM is much more difficult, making the st.A essential in order to time it and not accidentally waste meter.
  • (j.X,) cl.C, (qcf P,), (SC)Super/LDM
Gato may or may not whiff the super depending on how quickly the super is done, whether he's cancelling from qcf A or qcf C, and which version of the super he's cancelling into. qcf A special tends to make Gato whiff the super as opposed to qcf C. qcf x2 A super is the more likely to whiff super, though to avoid this issue entirely, it's recommended you do qcf x2 C. No real reason to do the super cancel unless it kills, though. This is otherwise a very simple punish combo and an easy way to combo into LDM. Also works when landing from MSA and the opponent is still grounded if you're inclined to use LDM or want easy mode combos to avoid using Gato's link-based combos/juggle combos. Works anywhere.
  • cr.B, cr./cl.A, (LDM) dp AB x3
Light-confirm into LDM. Arguably easier to confirm into than regular super.
  • cl.D, st.B
A link Gato can perform after both hits of cl.D, albeit a very strict window. No real use to it other than if you accidentally dropped a combo with cl.D(1), so default to this to at least scrape a bit of extra damage or force the opponent to block afterwards.
  • (Corner) (j.X,) cl.D(1), qcb D~B, cl.A / cl.D, qcf x2 B, [st.A, qcf x2 B]x1-2
Corner only so that Gato doesn't push the opponent away after qcb D~B. One of Gato's easier combos to learn, and the super ender can even loop into itself until he runs out of meter or the opponent dies. However, pulling this off is really tricky and something that even experienced players don't always pull off consistently. For the loop to work in the first place, after the st.A or cl.D, whichever option you prefer, Gato's kick super must land all 6 hits which requires the opponent to almost be touching the ground as he starts the super. If less than all 6 hits connect, he cannot reloop the super. Assuming this is done correctly, Gato must then cl.A ASAP upon landing, and then do super again almost immediately. You will need to practice hit-confirming for the super loop, as even if you land all 6 hits the first time, Gato can still potentially whiff the cl.A due to being a very strict link. The super also has to be the B version. The D version launches Gato too high up that he doesn't reach the ground in time. All that said, it does huge damage and if done perfectly, results in a natural TOD combo without the need of MSA. For the follow-up loops to work also requires they land all 6 hits onto the opponent, but so long as the super connects the second time around, the opponent is probably already dead or very close to it, so it's rewarding either way. On a side note, it is possible to start the juggle with qcb B~B, but the tight execution required to immediately follow-up into kick on top of doing cl.D as soon as Gato lands doesn't make it worth using over qcb D~B.
  • (Corner, crouching Tizoc only) cl.D(1), [qcb B~C]xN, any combo
Corner infinite against a crouching Tizoc that involves looping divekick repeatedly. Unlike his other BnBs with the same divekick follow-up, Gato needs to perform the kick slightly higher so that he pushes himself close enough to land the next qcb B. Very strict link. Don't count on doing it in a real match, but it's there to add extra damage if you have the execution for it.

MSA Starters:

  • (j.X,) cl.D(1), qcb B~C, (st.A,) MSA
Gato's main go-to MSA starter. As with linking super it is a fairly strict window so Gato will need to do MSA ASAP after landing, plus he cannot be too high up to do the C follow-up or else he lands too late.
  • (cr.B,) st.A x1-2, MSA
Gato can naturally link into MSA off of st.A since MSA comes out pretty fast. As an added bonus, this also gives Gato a low hitting MSA light comfirm. A luxury worth using if you have the execution for it.
  • cl.D, MSA
In case you drop a cl.D(1) combo and have meter to burn, so you want to convert it into an MSA combo.
  • (Corner) (j.X,) cl.D(1), qcb D~B, MSA
Corner only MSA starter for a juggle combo. Not really worth it unless the character Gato tags in absolutely needs the juggle. His main MSA combo leaves the opponent grounded which gives him much better flexibility (and damage) in the end.

MSA Enders:

  • (After landing from MSA) qcf x2 K, cl.A
In order for Gato to get his kick super to come out, either the qcf x2 input has to be super clean, or he can alternatively do qcf~hcb K. The first qcf will push Gato under the opponent, where hcb will register as a second qcf input. This results in a side-switch, however. It is possible to stay on the same side if Gato holds back just a smidge longer than normal. Timing the kick super is tricky, too. If you do it too early, Gato drops several hits, or more likely only gets one hit. If he does it too late, the super whiffs entirely. He can link cl.A after the super upon landing, but this requires all 6 hits of the super connect. Any less and Gato cannot link cl.A, though keep in mind even if all 6 hits connect, it can still whiff.
  • (After landing from MSA) qcb B~B, qcf x2 C
Gato can juggle with qcb B~B once in an MSA combo midscreen. To land it consistently, all you need to do is hold back slightly longer after qcb B and Gato will be far back enough to juggle with the kick. qcf x2 A will not work as Gato doesn't travel far enough, however qcf x2 C will. The super has a small chance of whiffing, but it only happens if you hold back too long. The corner carry on this combo in particular is quite long.
  • (Corner, After landing from MSA) qcb B~B, (qcb B~B x1-2,) f.A / qcf A~ff.A
Gato's default go-to off an MSA juggle (without meter). Other than Gato having strict execution requirements for his combos, this combo is made hard as the timing changes slightly depending on the opponent's height, how fast the first character's MSA is, how soon Gato can jump in, and the height at which the MSA hit the opponent. Possible midscreen but is most consistent in the corner and to do it midscreen is much harder to do, when the combo is already pretty difficult to do that even experienced players drop it occasionally. Gato can land the qcb B~B loop up to 3 times, but getting it 3 times is unlikely, and for some characters who initiate the MSA, probably impossible. For example, Yuri can at most give Gato 2 qcb B~B loops (needs fact checking), but Kyo and Kusanagi can give him up to 3 if timed perfectly.
To practice this combo, start with it in the corner as that's the most likely place you'll see it be performed anyways. Upon landing, Gato must immediately begin qcb B and then immediately follow that up with the B follow-up, as any later and Gato will almost certainly drop it. Doing it super early may look like it will whiff, but it has a generous hitbox. Because Gato slows down a little upon hitting the opponent, timing the follow-up qcb B~B attacks becomes a lot easier. Those too must be done ASAP upon landing. The rest of the combo isn't too hard. As for how many loops of qcb B~B you can do, the only way to really find out is test with your own team and see how many you're able to squeeze in.
  • (After landing from MSA) qcb B~B, qcb B~A
Same as above, but with a different follow-up. Mostly just for style points.
  • (Corner, After landing from MSA) Either super
If you're bad at execution or just need to kill the opponent now, Gato can opt to end the MSA juggle with either super. Timing his punch super takes practice as it's tricky to land. The kick super also takes practice, but is easy to get the hang of. Don't do it too early or else Gato will deal almost no damage with it, but he will still get at least something unlike if he whiffs punch super. Midscreen this is arguably your only option if you cannot do midscreen loops or his other midscreen MSA combos.
  • (Corner, After landing from MSA) qcb B~B, (qcb B~B x1-2,) cl.A, qcf x2 B, [st.A, qcf x2 B]x1-2
Gato's default go-to off an MSA juggle with meter and is his most damaging option, giving him potential TOD damage. Only possible in the corner but is well worth learning anyways. Experienced players will occasionally drop this combo so don't feel too bad if you struggle with it.
  • (Corner, After landing from MSA) qcb B~B, (qcb B~B,) qcf A, qcf x2 P
Expensive way to spend meter and do damage. Still does good damage, but only do this if you really cannot do his other combos (or you want to style) as you're effectively spending an extra bar to super cancel off of qcf A, making the whole combo cost 3 bars.

Strategy

UNDER CONSTRUCTION

Match Up

UNDER CONSTRUCTION

Kof03bar01ash.jpg

| - Ash:

Kof03bar02duolon.jpg

| - Duo Lon:

Kof03bar03shen.jpg

| - Shen:

Kof03bar04terry.jpg

| - Terry:

Kof03bar05joe.jpg

| - Joe:

Kof03bar06tizoc.jpg

| - Tizoc:

Kof03bar07ryo.jpg

| - Ryo:

Kof03bar08Robert.jpg

| - Robert:

Kof03bar09Yuri.jpg

| - Yuri:

Kof03bar10Kim.jpg

| - Kim:

Kof03bar11Chang.jpg

| - Chang:

Kof03bar12Jhun.jpg

| - Jhun:

Kof03bar13Leona.jpg

| - Leona:

Kof03bar14Ralf.jpg

| - Ralf:

Kof03bar15Clark.jpg

| - Clark:

Kof03bar16Gato.jpg

| - Gato:

Kof03bar17Billy.jpg

| - Billy:

Kof03bar18Yamazaki.jpg

| - Yamazaki:

Kof03bar19King.jpg

| - King:

Kof03bar20Mai.jpg

| - Mai:

Kof03bar21Mary.jpg

| - Mary:

Kof03bar22Benimaru.jpg

| - Benimaru:

Kof03bar23Shingo.jpg

| - Shingo:

Kof03bar24Daimon.jpg

| - Daimon:

Kof03bar25Athena.jpg

| - Athena:

Kof03bar26Hinako.jpg

| - Hinako:

Kof03bar27Malin.jpg

| - Malin:

Kof03bar28K'.jpg

| - K':

Kof03bar29Maxima.jpg

| - Maxima:

Kof03bar30Whip.jpg

| - Whip:

Kof03bar31Kyo.jpg

| - Kyo:

Kof03bar33Chizuru.jpg

| - Chizuru:

Kof03bar34KUSANAGI.jpg

| - KUSANAGI:

Kof03bar35Maki.jpg

| - Maki:

Kof03bar36Adelheid.jpg

| - Adelheid:

Kof03bar37Mukai.jpg

| - Mukai:


Game Navigation

General
Controls
Notation
HUD
System
FAQ
Characters
Ash
Athena
Benimaru
Billy
Chang
Chizuru
Clark
Daimon
Duo Lon
Gato
Hinako
Iori
Jhun
Joe
K'
Kim
King
Kusanagi
Kyo
Leona
Mai
Malin
Mary
Maxima
Ralf
Robert
Ryo
Shen
Shingo
Terry
Tizoc
Whip
Yamazaki
Yuri
Console/Cheats/Rom Hacks Only
Adelheid
Maki
Mukai