the thing 30 seconds in, putting out oppose after ]p[ ]k[ pressure, was something you could already do, it’s just easier now (i’m just nitpicking tho, it’s a good video 👍)
also, re: the crossup pierce oki being same side. it’s kinda annoying, ive also been experimenting with doing the ]k[ 1 unsummon route into 2k leap teleport, but that also seems to trigger crossup protection. hopefully there’s ways to get around that, it would be really good for zato to be able to get true 50-50s in those situations. also also, the new CH routes mean he has routes from round start to build 50% and get a super wallbreak, which is really nice, but they’re pretty hard routes to do consistently
@@calamarikurusu3214 Yeah it's unfortunate that it looks like it's so easy to get the cross up on oki but it just doesn't work nearly as consistently as we'd like. I feel like there has to be some way to do it. Didn't think to try the unsummon into leap teleport, sounds pretty good. Also if you have a link/clip of that CH route to build 50 tension I'd love to see it!
@@aDTimeGaming I posted it on my channel, here it is :> th-cam.com/video/AKp9TUDU3hA/w-d-xo.htmlsi=FolIV3K8Z03J471r There’s a version without WA that Leffen labbed out, but it doesn’t build enough meter off f. S, only 2S. Also, this route for some reason works on every single character except Anji, which is a bit frustrating
@4:11 I don't think your meaty drill came out, so that would be fuzzy jumpable in that instance. Great stuff as always, appreciate it! Do you think these changes are enough to affect Zato's relative placement? I'm of the mind that while this is helpful, he still needs a bit more to really be threatening.
Yeah good eye, looks like I mistimed the negative edge, but the concept is still there. I don't think these changes will drastically change his placement. But having a threatening round start/mid range option, being punished less for being bursted when confirming hits or YRCd during mixups, and the universal changes all help him. Since WA no longer hard knockdowns and burst comes back slower, I think those will both help him in the long run even if he liked having them too. I think the shift to keeping people cornered will be much more common and since he has wall slumps/corner resets into 50/50s it'll fit right with one of his gameplans. In my eyes he was always a character that once you got in, he's very strong with the drawbacks of being bursted or YRC'd and with those lessened I think it'll be pretty good for him. The part of actually getting in to do all of that didn't change much, more that he's just better once he's there. The only buffs that I would want for him would be to have better options to stuff fast characters (maybe unnerf 5P/2P's speed or even buff shade to make it a better wall out option) or either unnerf/find the middle ground for the amount of time Eddie's gone for when he gets hit.
@@aDTimeGaming I agree with most all of these points, my major concern is about folks just opting to get hit by drills to avoid slump/corner resets. It's been a historical issue but we've had more tools that were stronger at dealing with it, and we've generally been stickier with our ability to bait defensive options. I'd love for them to walk back the P button nerfs, if they want us to play neutral without Eddie, let us use our stable tools. Prior the WA intro, looping corner resets was realistically how he dealt with most of his bad matchups and big bodies, seeing as there wasn't much counterplay but between deflect shield, BTL losing bait functionality, and burst gain being higher than it was relatively, it feels way worse. Maybe a spicy take, but buffing damned fang oki could be a nice middle ground, so hard RPS between 2D into fake summon to beat mashes but losing to DP, 5H losing to gold burst and DP but beating most mashes and giving a good summon, and walk back being mandatory to call out reversals and burst feels a little weak compared to quite a few of the other corner pressure situations.
@@sylascole5254 Yeah I still don't like what they did to BTL, having guaranteed burst/YRC points is rough. If you can get a round start CH and force their burst early though, I think that'll be one of his strongest spots now. He'll have the meter most likely to wall break with super for the HKD on the next clean hit or just force them towards the corner with low/no burst. At that point all they'd have is YRC and it's not as bad to deal with as it was. And if they do they're both at no burst and in heavy meter cooldown. I'd have to see how people play it out now. I think buffing the command grab oki would be really nice, I don't like what it is now. It's just funny seeing Nago's command grab in the corner lead to ridiculous mix and Zato's just gives you RPS on a meaty.
i desperately need a new happy chaos matchup guide for the dlc characters (especially johnny). i don't know how to get out of corner when johnny begins looping card toss and mist finer
th-cam.com/video/ppKRrcGKlcA/w-d-xo.html Here's a little video I threw together. Basically dash block 2K on reaction to 5H is the strongest option. Mixing that in with dash jump block out of the corner will make them either over or under commit which you'll be able to take advantage of. At the very least, dash blocking I've found to be very useful against him. Once he has meter there really isn't much you can do, but without it, this is a start. I may do updates to matchup guides, but even then it'd probably be better to wait until the next patch.
lots of cool new tech 👀
the thing 30 seconds in, putting out oppose after ]p[ ]k[ pressure, was something you could already do, it’s just easier now (i’m just nitpicking tho, it’s a good video 👍)
also, re: the crossup pierce oki being same side. it’s kinda annoying, ive also been experimenting with doing the ]k[ 1 unsummon route into 2k leap teleport, but that also seems to trigger crossup protection. hopefully there’s ways to get around that, it would be really good for zato to be able to get true 50-50s in those situations.
also also, the new CH routes mean he has routes from round start to build 50% and get a super wallbreak, which is really nice, but they’re pretty hard routes to do consistently
@@calamarikurusu3214 Yeah it's unfortunate that it looks like it's so easy to get the cross up on oki but it just doesn't work nearly as consistently as we'd like. I feel like there has to be some way to do it. Didn't think to try the unsummon into leap teleport, sounds pretty good. Also if you have a link/clip of that CH route to build 50 tension I'd love to see it!
@@aDTimeGaming I posted it on my channel, here it is :> th-cam.com/video/AKp9TUDU3hA/w-d-xo.htmlsi=FolIV3K8Z03J471r
There’s a version without WA that Leffen labbed out, but it doesn’t build enough meter off f. S, only 2S. Also, this route for some reason works on every single character except Anji, which is a bit frustrating
@@calamarikurusu3214 Very nice, thanks for sharing!
"The first buff is daddys speed"?? ay yo.
@4:11 I don't think your meaty drill came out, so that would be fuzzy jumpable in that instance.
Great stuff as always, appreciate it! Do you think these changes are enough to affect Zato's relative placement? I'm of the mind that while this is helpful, he still needs a bit more to really be threatening.
Yeah good eye, looks like I mistimed the negative edge, but the concept is still there. I don't think these changes will drastically change his placement. But having a threatening round start/mid range option, being punished less for being bursted when confirming hits or YRCd during mixups, and the universal changes all help him. Since WA no longer hard knockdowns and burst comes back slower, I think those will both help him in the long run even if he liked having them too. I think the shift to keeping people cornered will be much more common and since he has wall slumps/corner resets into 50/50s it'll fit right with one of his gameplans. In my eyes he was always a character that once you got in, he's very strong with the drawbacks of being bursted or YRC'd and with those lessened I think it'll be pretty good for him. The part of actually getting in to do all of that didn't change much, more that he's just better once he's there. The only buffs that I would want for him would be to have better options to stuff fast characters (maybe unnerf 5P/2P's speed or even buff shade to make it a better wall out option) or either unnerf/find the middle ground for the amount of time Eddie's gone for when he gets hit.
@@aDTimeGaming I agree with most all of these points, my major concern is about folks just opting to get hit by drills to avoid slump/corner resets. It's been a historical issue but we've had more tools that were stronger at dealing with it, and we've generally been stickier with our ability to bait defensive options.
I'd love for them to walk back the P button nerfs, if they want us to play neutral without Eddie, let us use our stable tools. Prior the WA intro, looping corner resets was realistically how he dealt with most of his bad matchups and big bodies, seeing as there wasn't much counterplay but between deflect shield, BTL losing bait functionality, and burst gain being higher than it was relatively, it feels way worse.
Maybe a spicy take, but buffing damned fang oki could be a nice middle ground, so hard RPS between 2D into fake summon to beat mashes but losing to DP, 5H losing to gold burst and DP but beating most mashes and giving a good summon, and walk back being mandatory to call out reversals and burst feels a little weak compared to quite a few of the other corner pressure situations.
@@sylascole5254 Yeah I still don't like what they did to BTL, having guaranteed burst/YRC points is rough. If you can get a round start CH and force their burst early though, I think that'll be one of his strongest spots now. He'll have the meter most likely to wall break with super for the HKD on the next clean hit or just force them towards the corner with low/no burst. At that point all they'd have is YRC and it's not as bad to deal with as it was. And if they do they're both at no burst and in heavy meter cooldown. I'd have to see how people play it out now. I think buffing the command grab oki would be really nice, I don't like what it is now. It's just funny seeing Nago's command grab in the corner lead to ridiculous mix and Zato's just gives you RPS on a meaty.
Hell yea🎉
ITS COMING
i desperately need a new happy chaos matchup guide for the dlc characters (especially johnny).
i don't know how to get out of corner when johnny begins looping card toss and mist finer
th-cam.com/video/ppKRrcGKlcA/w-d-xo.html
Here's a little video I threw together. Basically dash block 2K on reaction to 5H is the strongest option. Mixing that in with dash jump block out of the corner will make them either over or under commit which you'll be able to take advantage of. At the very least, dash blocking I've found to be very useful against him. Once he has meter there really isn't much you can do, but without it, this is a start.
I may do updates to matchup guides, but even then it'd probably be better to wait until the next patch.
@@aDTimeGaming you’re the best. I mean it.
@@aDTimeGaming do you have a paypal or anything? i'd like to send you 10 bucks as a small thanks
MAN PLEASE BAIKEN GUIDE 😭😭
I'll be running a poll to see who people want to see next but I'll make sure she's on it. Hopefully she gets blessed in the next patch 🙏
new zato guide pls🙌
new guide pls🙌
he's still bottom 2 he sucks.
Too bad zato is bottom 1. every other low tier got more buffs than him. hate the balancing
5 minute long video uploaded 6 min ago. Comment 7 minutes ago.
Keep doing your thing, twitter strive player!
@@LionShard you’re such a loser lmao
Doomers like you dont even play the game lmao
@@LionShard I have 1200 hours in the game proper. Though a lot of that is labbing.
I'm not merely a twitter strive player. I'm an actual strive player
@@ZachStarAttackur also a serial complainer