Gato(KOFXI): Unterschied zwischen den Versionen

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| 5E|| 16 || 6|| KD|| -3||
| 5E|| 16 || 6|| KD|| -3||
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| 6A || 24 || 5|| +10|| +9||
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| 6B || 9 || 4|| -3*|| +2*||Vs. standing Griffon
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| 2A|| 4 || 3|| +5|| +4||
| 2A|| 4 || 3|| +5|| +4||
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| 2B|| 5 || 2|| +6|| +5||
| 2B|| 5 || 2|| +6|| +5||
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| 2C|| 7 || 4|| +3|| +2||
| 2C|| 7 || 4|| +4|| +3||
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| 2D|| 9 || 4|| KD|| +5||
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| 236A|| 12|| 6|| +3|| +2||
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| >66A|| 3|| 10|| KD|| -9||
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| 236C|| 19|| 8|| +1|| +0||
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| >66C|| 3|| 12|| KD|| -11||
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| 214A|| 6|| 2|| -12|| -13||
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| 214B|| 6|| 2|| -14|| -15||
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| 2D|| 9 || 4|| KD|| +4||
| 214C|| 6|| 2|| KD|| -25||Launches
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| 6A || 24 || 5|| +10|| +9||
| 214D|| 6|| 2|| KD|| -27||Launches
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| 214K-A|| 15|| 12|| KD|| +8*||Launches *=after 214B on guard
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| 6B || 9 || 4|| -3|| +2||
 
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Version vom 16. Juni 2020, 20:32 Uhr

Gato
牙刀
KOFXI gato full.png
Tiers & Ranking
Tier: S+
Ratio Cost: 7 Points
Properties
Damage Modifier: 1.0
Stun Modifier: 1.0
Crouch height (Tier): C

Quick Guide

Gato is a top tier character with brutal pressure, great meter building, high combo damage and flexibility and great shift synergy.
He can be played in any position due to his strong meter building (as a point) & very powerful LDM (as a Leader).

Neutral

If you want to keep your distance, build meter like crazy with 236A and 214K-B to force the opponent to act.
If you want to get in, use the extremely powerful j.E, or simply j.B or j.D, with and without the "airdash" before it (214P>A)
Gato's 236236B has juggle anywhere, make sure to convert all stray anti-air hits into this move whenever possible, with a short dash before it if necessary.

Offense

Gato excells at close-range pressure. Use 2B,2A,5A and j.B in any order and combination, all of them are extremely quick and give massive advantage.
after 2B or 2A or 5A, Gato can link 236236A, which is a strong and easy combo that should be used whenever possible.
j.B can be used as an instant overhead. It can also cross up.
2D gives frame advantage on block and can be used several times in a row.
6A is a slow overhead with massive frame advantage, so much that you can link 236236A or even a 2D.
As okizeme, use meaty 214K-A, the explosion gives massive frame advantage and makes you safe against most reversals (~+8).
If you play Gato as Leader, make sure to use his LDM whenever possible, even on block, since it guard crushes.
If you can, shift to Gato in the corner after a launcher whenever possible. He can loop 214K-B for massive damage & meter build.

Defense

236236A is extremely strong: only 4F startup, good damage, combos are possible after a trade and very hard to punish. Use it a lot and don't be afraid to throw it out in your opponent's block strings.
236236B is an extremely fast (2F) reversal, but is only useful against obvious jump-ins.
Use 5A>6B as a chain combo against smalljumps. The 6B will hit because small jumps are automatically in counter hit state. You can link dash>236236B after.

Colors

KOFXI gato S.jpg KOFXI gato X.jpg KOFXI gato T.jpg KOFXI gato C.jpg
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI gato R1S.jpg KOFXI gato R1X.jpg KOFXI gato R1T.jpg KOFXI gato R1C.jpg
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI gato L1S.jpg KOFXI gato L1X.jpg KOFXI gato L1T.jpg KOFXI gato L1C.jpg
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Note: thanks to Rock for the Short List Data!

Short List
Move S A Hit Blk Note
5A(c) 3 2 +5 +4
5A(f) 4 2 +6 +5
5B(c) 6 2 +5 +4
5B(f) 6 3 +2 +1
5C(c) 5 4 +7 +6
5C(f) 11 6 +0 -1
5D(c)(1) 5 2 +4 +3
5D(c)(2) 8 4 +7 +6
5D(f) 11 4 +6 +5
5E 16 6 KD -3
6A 24 5 +10 +9
6B 9 4 -3* +2* Vs. standing Griffon
2A 4 3 +5 +4
2B 5 2 +6 +5
2C 7 4 +4 +3
2D 9 4 KD +5
236A 12 6 +3 +2
>66A 3 10 KD -9
236C 19 8 +1 +0
>66C 3 12 KD -11
214A 6 2 -12 -13
214B 6 2 -14 -15
214C 6 2 KD -25 Launches
214D 6 2 KD -27 Launches
214K-A 15 12 KD +8* Launches *=after 214B on guard
Standing Attacks
Move Hitbox Startup Active Hit Guard Note
5A(c) Kofxi gato 5A(c) 1.png 3 2 +5 +4
5A(f) Kofxi gato 5A(f).png 4 2 +6 +5 cannot be crouched
5B(c) Kofxi gato 5B(c).png 6 2 +5 +4
5B(f) Kofxi gato 5B(f).png 6 3 +2 +1
5C(c) Kofxi gato 5C(c).png 5 4 +7 +6
5C(f) Kofxi gato 5C(f).png 11 6 +0 -1
5D(c) Kofxi gato 5D(c) 1.pngKofxi gato 5D(c) 2.png 5 2+4 +7 +6
5D(f) Kofxi gato 5D(f).png 11 4 +6 +5
5E Kofxi gato 5E.png 16 6 KD -3
6A Kofxi gato 6A.png 24 4 +10 +9 Overhead
6A(cancel) Kofxi gato 6A.png 24 4 +10 +9
6B Kofxi gato 6B.png 9 5 -3 +2 only hits standing, tall opponents
6B(cancel) Kofxi gato 6B.png 9 5 -3 +2
Crouching attacks
Move Hitbox Startup Active Hit Guard Note
2A Kofxi gato 2A.png 4 3 +6 +5
2B Kofxi gato 2B.png 5 2 +6 +5
2C Kofxi gato 2C.png 7 4 +3 +2
2D Kofxi gato 2D.png 9 4 KD +4
Jump Attacks
Move Hitbox Startup Active Note
smalljump back A Kofxi gato smalljump back A.png 5 5
smalljump up A Kofxi gato smalljump up A.png 5 5
smalljump forward A Kofxi gato smalljump forward A.png 5 5
jump back A Kofxi gato jump back A.png 5 5
jump up A Kofxi gato jump up A.png 4 5
jump forward A Kofxi gato jump forward A.png 5 5
smalljump back B Kofxi gato smalljump back B.png 5 5
smalljump up B Kofxi gato smalljump up B.png 5 5
smalljump forward B Kofxi gato smalljump forward B.png 5 5
jump back B Kofxi gato jump back B.png 5 5
jump up B Kofxi gato jump up B.png 5 5
jump forward B Kofxi gato jump forward B.png 5 5
smalljump back/up C Kofxi gato smalljump back+up C.png 6 8/4* *=back/up
smalljump forward C Kofxi gato smalljump forward C.png 6 5
jump back C Kofxi gato jump back C.png 8 6
jump up C Kofxi gato jump up C.png 8 6
jump forward C Kofxi gato jump forward C.png 8 6
smalljump back D Kofxi gato smalljump back D.png 8 4
smalljump up D Kofxi gato smalljump up D 1.pngKofxi gato smalljump up D 2.png 6 2+3
smalljump forward D Kofxi gato smalljump forward D.png 8 5
jump back D Kofxi gato jump back D.png 11 6
jump up D Kofxi gato jump up D 1.pngKofxi gato jump up D 2.png 7 2+4
jump forward D Kofxi gato jump forward D.png 9 5
smalljump E Kofxi gato smalljump E.png 10 6
j.E Kofxi gato jump E.png 10 8

Note2: special move hit/guard data is likely off ~1F and needs to be rechecked.

Specials & Supers
Move Hitbox Startup Active Vorteil Note
236A Kofxi gato 236A.png 12 6 +2
236A>66A Kofxi gato 236A-66A.png 3 10 -8
236C Kofxi gato 236C.png 19 8 +0
236C-66C Kofxi gato 236C-66C.png 3 12 +0 -10 or +0?
214A/B Kofxi gato 214A.png 6 2 -14
214C/D Kofxi gato 214C.png 6 2 minus flies higher than 214A/B. Launches.
214K-A Kofxi gato 214KA.png 15? 12
214K-B Kofxi gato 214KB.png 5? 3
214K-C Kofxi gato 214KC.png 4? 22* *=active until landing.
214K-D Kofxi gato 214KD.png 7* 10 *=7F from landing.
214P-A Kofxi gato 214PA.png 15* 4+18* 15F Startup CH-State, 4F take-off+18F flight in CH-State.
214P-B Kofxi gato 214PB.png 4 22 Counter. 8F? Landing Recovery.
214P-C Kofxi gato 214PC.png 7 10 Throw.
214P-D Kofxi gato 214PD.png 6* *=6F invul from landing. No Counterhit-State.
236236A Kofxi gato 236236A.png 4 4 -4 4F invul(the whole startup).
236236C Kofxi gato 236236C.png 10 5 -5 No invul.
236236B Kofxi gato 236236B 1.pngKofxi gato 236236B 2.png 2 3+18 minus 2F invul (the entire startup). Juggle anywhere.
236236D Kofxi gato 236236D 1.pngKofxi gato 236236D 2.png 15 4+30 minus 19F invul. Juggle anywhere.
623Ex1 Kofxi gato 623E 1.pngKofxi gato 623E 1 2.png 7 4+4 -2 6F invul (the entire startup).
623Ex2 Kofxi gato 623E 2.png 13 3 +2 High guard damage. 3F CH-State on legs after the active-Frames.
623Ex3 Kofxi gato 623E 3.png ~16 3 N/A No invul. Guard Crush.
623E(DC) Kofxi gato 623E(DC).png Dream Cancel-Version of 623E has a slightly different hitbox.


214B/D Followups

Move Startup Block Hit Note
214B>A N/A +8 N/A Point Blank, A = fastest timing
214B>B N/A +2 N/A Point Blank, A = fastest timing
214B>D N/A +0 N/A

Special Attributes & Bugs

  • Gato has a taller than normal collision size while crouch guarding, which prevents smalljump crossups.
  • Gato's back roll has no invulnerability F1-6. Invul F7-26. Recovery F27-33.
  • Gato is throw invulnerable during his front recovery roll (thanks @kofxi_bot!).

Combos

  • 2B or 2A or 5A or 5D(2) or 5C(c), link 236236A: yes, it is that simple.
  • 5D(1),214K-B: launcher combo. Opponent must be standing (?)

DOWN Okizeme

  • Close to corner smalljump back (recrossup) j.B,2B, link 236236A, Shift Out Oswald, backdash, 3A,214B,236A,236B,236E: Delays if necessary are unknown


Universal Strategy Vs Gato

Gato Pressure
Gato's infamous pressure consists of a combination of quick 2Bs, 2As, 5As and j.B, which all give massive frame advantage and hit very fast. Rolling out is not a valid strategy since all of his attacks recover quick enough to punish you. This leaves either mashing into j.B, which is dangerous, or reversals, or guard cancels. Ideally you want to escape to a distance that resets neutral. You cannot take your time once in neutral however, since Gato can build absurd amounts of meter by whiffing special moves, so you will have to take the initiative sooner or later.


236236A&/C
Gato's 236236A is notoriously strong: it is fast (4F), deals a lot of damage, allows combos on trade and is hard to punish (-4). The C version is almost never used, since the A-version is so much better and faster. The A-version has invulnerability during the startup, but not during its active time. Since a trade is so favorable, it can still be used as a reversal.
236236A is only -4 on block & pushes the opponent away a good distance, which makes it hard or even impossible to punish on block for some characters. Instead of blocking 236236A, it is best to input your punish already during the super freeze, i you are quick enough. If you are standing next to Gato during the super freeze, you can simply throw him with 6/4+C/D. Rolling through unfortunately does not give enough time to punish in almost all cases. Other than throwing, most characters have a Special or Super they can use to beat 236236A during the super freeze, eg. command grabs or moves with full or upper body invul, eg Eiji 236B, Vanessa 214P / 236K / [4],6C. Counters also work (Oswald's 4212D) or Guard Points (Maxima 236236C).

Reversal 236236B
Gato's 236236B is extremely fast and can be used as an anti-air wakeup. Gatos will usually only use this against very bold jump-in attempts on wakeup, since 236236A is generally better as a reversal and leads to more damage, and is also more safe. The best way to avoid getting hit by reversal 236263B is not to jump onto Gato too recklessly.

LDM (623Ex3)
Gato's LDM has 7F Startup and invulnerability and has no super freeze. Safe jumping this super is useless, since you never want it to connect on guard. You can however option select during your safe jump against it, eg. by buffering an action that evades or beats 623E in case your jump-in whiffs (due to 623E invulnerability). Getting hit in air by 623E does not lead to anything for Gato, so jump attacks with early timing can be used against it without much danger, but this opens you up to 236236B & 236236A reversals.
The third hit of 623E causes a guaranteed guard crush due to the high guard damage of the 2nd hit. If you blocked 3 light or 1 heavy attack before 623E, the 2nd hit will already cause a guard crush and the 3rd hit will hit for a lot of damage. If you are quick enough, you can react to the 623E series on the first or second hit (first hit is more of a guess) by immediately doing aGuard Cancel Roll or attack to evade it.

Matchups

Vs Kensou

According to Sawakoro, the matchup is relatively even, since Gato has massive problems getting in on Kensou's zoning playstyle.

Gato can use smalljump j.C as an instant overhead against Kensou

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