Gato(KOFXI): Unterschied zwischen den Versionen

 
(47 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 15: Zeile 15:


'''Neutral'''<br>
'''Neutral'''<br>
: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 keep your distance, build meter like crazy with 236A or 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)
: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.
: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.
Zeile 23: Zeile 23:
:after 2B, 2A, 5A, 5C and 5D, Gato can link 236236A, which is a strong and easy combo that should be used whenever possible.
:after 2B, 2A, 5A, 5C and 5D, 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.
: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.
:2D gives frame advantage on block and is a great string ender. If you are close enough, you can even use it 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.
: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).
:As okizeme, use meaty 214K-A, the explosion gives massive frame advantage and makes you safe against most reversals (~+8).
Zeile 32: Zeile 32:
: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.
: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.
:236236B is an extremely fast (2F) reversal, but is only useful against obvious jump-ins.
:smalljump or jump D can be used preemptively if you expect your opponent to jump. If you hit them out of the air, dash up and juggle them with a late 236236B (which can be dream cancelled into LDM for ridiculous damage).
:smalljump or jump A/D can be used preemptively if you expect your opponent to jump. If you hit them out of the air, dash up and juggle them with a late 236236B (which can be dream cancelled into LDM for ridiculous damage).
: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.
:Use 5A>6B as a chain combo against smalljumps. The 6B will hit because small jump attacks are automatically in counter hit state. You can link dash>236236B after.


== Colors ==
== Colors ==
Zeile 55: Zeile 55:
|+Short List
|+Short List
|-
|-
! Move !! S!! A!! Hit!! Blk!! Note
! Move !! S!! A!! Hit!! Blk!! Dmg!! C-Dmg!! Stn!! C-Stn!! G-Dmg!! Gauge!! Note
|-
|-
| 5A(c) || 3 || 2|| +5|| +4||
| 5A(c) || 3 || 2|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span>|| 5|| 6|| 7|| 11|| 6|| 7||
|-
|-
| 5A(f)|| 4 || 2|| +6|| +5||
| 5A(f)|| 4 || 2|| <span style="color: blue;">+6</span>|| <span style="color: blue;">+5</span>|| 6|| 7|| 8|| 12|| 8|| 9||
|-
|-
| 5B(c)|| 6 || 2|| +5|| +4||
| 5B(c)|| 6 || 2|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span>|| 6|| 7|| 9|| 12|| 6|| 7||
|-
|-
| 5B(f)|| 6 || 3|| +2|| +1||
| 5B(f)|| 6 || 3|| <span style="color: blue;">+2</span>|| <span style="color: blue;">+1</span>|| 7|| 9|| 9|| 12|| 8|| 8||
|-
|-
| 5C(c)|| 5 || 4|| +7|| +6||
| 5C(c)|| 5 || 4|| <span style="color: blue;">+7</span>|| <span style="color: blue;">+6</span>|| 12|| 15|| 14|| 17|| 12|| 13||
|-
|-
| 5C(f)|| 11 || 6|| +0|| -1||
| 5C(f)|| 11 || 6|| <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span>|| 14|| 18|| 17|| 20|| 14|| 16||
|-
|-
| 5D(c)(1)|| 5|| 2|| +4|| +3||
| 5D(c)(1)|| 5|| 2|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span>|| 12|| 15|| 18|| 22|| 24|| 16||Dmg/Stun/Guard Crush/Gauge Data = hit1+2
|-
|-
| 5D(c)(2)|| 8|| 4|| +7|| +6||
| 5D(c)(2)|| 8|| 4|| <span style="color: blue;">+7</span>|| <span style="color: blue;">+6</span>|| 12|| 15|| 18|| 22|| 24|| 16||Dmg/Stun/Guard/Gauge Data = hit1+2
|-
|-
| 5D(f)|| 11 || 4|| +6|| +5||
| 5D(f)|| 11 || 4|| <span style="color: blue;">+6</span>|| <span style="color: blue;">+5</span>|| 15|| 19|| 17|| 20|| 14|| 15||
|-
|-
| 5E|| 16 || 6|| KD|| -3||
| 5E|| 16 || 6|| KD|| <span style="color: red;">-3</span>|| 18|| 22|| 20|| 24|| 16|| 16||
|-
|-
| GC|| 7 || 6|| KD|| -16||Invul F1-12 (until end of active time). 43F total duration.
| GC|| 7 || 6|| KD|| <span style="color: red;">-16</span>|| 5|| 5|| 0|| 0|| 0|| 0||Invul F1-12 (until end of active time). 43F total duration.
|-
|-
| 6A || 24 || 5|| +10|| +9||
| 6A || 24 || 5|| <span style="color: blue;">+10</span>|| <span style="color: blue;">+9</span>|| 16|| 19|| 18|| 22|| 18|| 16||Overhead.
|-
|-
| 6B || 9 || 4|| -3*|| +2*||Vs. standing Griffon
| 6B || 9 || 4|| <span style="color: red;">-3</span>*|| <span style="color: blue;">+2</span>*|| 14|| 17|| 16|| 20|| 22|| 16||*= vs standing Griffon
|-
|-
| Saving Shift || ? || n*|| /|| /||Active until landing. 4F/5F recovery (hit/whiff), less than most other characters.
| Saving Shift || ? || n*|| /|| /|| 0|| 0|| 0|| 0|| 0|| 0||Active until landing. 4F/5F recovery (hit/whiff), less than most other characters.
|-
|-
| 2A|| 4 || 3|| +5|| +4||
| Throw || 1 || 1|| /|| /|| 16|| 0|| 0|| 0|| 0|| 0||
|-
|-
| 2B|| 5 || 2|| +6|| +5||
| 2A|| 4 || 3|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span>|| 5|| 6|| 8|| 12|| 6|| 8||
|-
|-
| 2C|| 7 || 4|| +4|| +3||
| 2B|| 5 || 2|| <span style="color: blue;">+6</span>|| <span style="color: blue;">+5</span>|| 6|| 7|| 8|| 10|| 6|| 8||
|-
|-
| 2D|| 9 || 4|| KD|| +5||
| 2C|| 7 || 4|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span>|| 12|| 15|| 14|| 17|| 12|| 14||
|-
|-
| small A|| 5 || 5|| || ||
| 2D|| 9 || 4|| KD|| <span style="color: blue;">+5</span>|| 12|| 15|| 13|| 16|| 14|| 13||
|-
|-
| j.A|| 5 || 5|| || ||
| small A|| 5 || 5|| /|| /|| 5|| 6|| 8|| 11*/12|| 8|| 8||*=back-smalljump
|-
|-
| jump up A|| 4 || 5|| || ||
| j.A|| 5 || 5|| /|| /|| 4*/5|| 6|| 8|| 12|| 8|| 8||*=back-jump
|-
|-
| small B|| 5 || 5|| || ||
| j.up A|| 4 || 5|| /|| /|| 5|| 6|| 8|| 12|| 8|| 8||
|-
|-
| j.B|| 5 || 5|| || ||
| small B|| 5 || 5|| /|| /|| 6|| 7|| 8|| 10|| 8|| 7||
|-
|-
| small back C|| 6 || 8|| || ||
| small bck B|| 5 || 5|| /|| /|| 5|| 6|| 6|| 8|| 8|| 7||
|-
|-
| small up C|| 6 || 4|| || ||
| j.B|| 5 || 5|| /|| /|| 6|| 7|| 8|| 10|| 8|| 8||
|-
|-
| small forward C|| 6 || 5|| || ||
| j.bck B|| 5 || 5|| /|| /|| 5|| 6|| 6|| 8|| 8|| 8||
|-
|-
| j.C|| 8 || 6|| || ||
| small up C|| 6 || 4|| /|| /|| 11|| 13|| 13|| 16|| 14|| 12||
|-
|-
| small back D|| 8 || 4|| || ||
| small fwd C|| 6 || 5|| /|| /|| 11|| 13|| 13|| 16|| 14|| 12||
|-
|-
| small up D|| 6 || 2+3|| || ||
| small bck C|| 6 || 8|| /|| /|| 11|| 13|| 13|| 17|| 14|| 12||
|-
|-
| small back D|| 8 || 5|| || ||
| j.up C|| 8 || 6|| /|| /|| 11|| 13|| 13|| 16|| 14|| 13||
|-
|-
| jump back D|| 11 || 6|| || ||
| j.fwd C|| 8 || 6|| /|| /|| 11|| 13|| 13|| 16|| 14|| 14||
|-
|-
| jump up D|| 7 || 2+4|| || ||
| j.bck C|| 8 || 6|| /|| /|| 11|| 13|| 13|| 17|| 14|| 13||
|-
|-
| jump forward D|| 9 || 6|| || ||
| small up D|| 6 || 2+3|| /|| /|| 12|| 14|| 14|| 16|| 14|| 12||
|-
|-
| small E|| 10 || 6|| || ||
| small fwd D|| 8 || 5|| /|| /|| 13|| 15|| 14|| 18|| 14|| 12||
|-
|-
| j.E|| 10 || 8|| || ||
| small bck D|| 8 || 4|| /|| /|| 12|| 14|| 14|| 16|| 14|| 12||
|-
|-
| 236A|| 12|| 6|| +3|| +2||
| j.up D|| 7 || 2+4|| /|| /|| 12|| 14|| 14|| 16|| 14|| 13||
|-
|-
| >66A|| 3|| 10|| KD|| -9||
| j.fwd D|| 9 || 6|| /|| /|| 13|| 15|| 14|| 18|| 14|| 13||
|-
|-
| 236C|| 19|| 8|| +1|| +0||
| j.bck D|| 11 || 6|| /|| /|| 12|| 14|| 14|| 16|| 14|| 13||
|-
|-
| >66C|| 3|| 12|| KD|| -11||
| small E|| 10 || 6|| /|| /|| 16|| 18|| 18|| 22|| 16|| 14||
|-
|-
| 214A|| 6|| 2|| -12|| -13||
| j.E|| 10 || 8|| /|| /|| 16|| 18|| 18|| 22|| 16|| 15||
|-
|-
| 214B|| 6|| 2|| -14|| -15||
| 236A|| 12|| 6|| <span style="color: blue;">+3</span>|| <span style="color: blue;">+2</span>|| 12|| 15|| 14|| 17|| 12|| 10/3||
|-
|-
| 214C|| 6|| 2|| KD|| -25||Launches
| >66A|| 3|| 10|| KD|| <span style="color: red;">-9</span>*|| 6|| 8|| 6|| 8|| 10|| 4/2||*=point blank
|-
|-
| 214D|| 6|| 2|| KD|| -27||Launches
| 236C|| 19|| 8|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span>|| 13|| 16|| 15|| 18|| 12|| 13/4||
|-
|-
| 214K-A|| 15|| 12|| KD|| +8*||Launches *=after 214B on guard
| >66C|| 3|| 12|| KD|| <span style="color: red;">-11</span>*|| 7|| 10|| 6|| 8|| 10|| 7/3||*=point blank
|-
|-
| 214K-B|| 5|| 3|| KD|| +1*||Launches *=after 214B on guard
| 214A|| 6|| 2|| -12|| <span style="color: red;">-13</span>|| 6|| 9|| 8|| 11|| 0|| 10/2||F1-9 counterhit-state. F10-32 airborne. 7F landing recovery.
|-
|-
| 214K-C|| 4|| *|| KD|| -1*||*=until landing. *2=after 214B on guard
| 214B|| 6|| 2|| -14|| <span style="color: red;">-15</span>|| 6|| 9|| 8|| 11|| 0|| 10/2||F1-32 counterhit-state (until landing). F10-32 airborne. 9F landing recovery.
|-
|-
| 214K-D|| 7*|| 10|| KD|| +0*||Recovers crouching. *=from landing. *2=after 214B on guard
| 214C|| 6|| 2|| KD|| <span style="color: red;">-25</span>|| 6|| 9|| 8|| 11|| 0|| 10/2||Flies higher than 214A. Launches. F1-9 counterhit-state. F10-44 airborne. 7F landing recovery.
|-
|-
| 214P-A|| 18*|| /|| /|| /||F1-15 & 20-37 CH-state. *=Flies off F18.
| 214D|| 6|| 2|| KD|| <span style="color: red;">-27</span>|| 6|| 9|| 8|| 11|| 0|| 10/2||Flies higher than 214B. Launches. F1-44 counterhit-state (until landing). F10-44 airborne. 9F landing recovery.
|-
|-
| 214P-B|| 4|| 22|| KD|| /||Counter.  
| 214K-A|| 15|| 12|| KD|| <span style="color: blue;">+8*|| 12|| 14|| 16|| 20|| 0|| 10/2||Launches *=after 214B on guard. 9F landing recovery.
|-
|-
| 214P-C|| 7|| 10|| KD|| /||Throw.
| 214K-B|| 5|| 3|| KD|| <span style="color: blue;">+1*|| 10|| 13|| 8|| 10|| 0|| 10/2||Launches *=after 214B on guard. 9F landing recovery.
|-
|-
| 214P-D|| /|| 6*|| /|| /||Fakeout. *=6F invul from landing.
| 214K-C|| 4|| *|| <span style="color: blue;">+0</span>*|| -1*|| 12|| 15|| 15|| 18|| 0|| 10/2||*=until landing. *2=after 214B on guard. 13F landing recovery.
|-
|-
| 236236A|| 4|| 4|| KD|| -5||F1-4 invul
| 214K-D|| 7*|| 10|| KD|| <span style="color: blue;">+0</span>*|| 14|| 17|| 17|| 20|| 0|| 10/2||6F crouching recovery in counter hit state +6F regular crouching recovery. *=from landing. *2=after 214B on guard
|-
|-
| 236236C|| 10|| 5|| KD|| -6||No invul.
| 214P-A|| 18*|| /|| /|| /|| 0|| 0|| 0|| 0|| 0|| 0||F1-15 & 20-37 CH-state. *=Flies off F18. 1F landing recovery (like a regular jump).
|-
|-
| 236236B|| 2|| 3+18|| KD|| -49||F1 invul. F2-4 upper body invul. First hit has juggle anywhere.
| 214P-B|| 4|| 22|| KD|| /|| 20|| 20|| 20|| 20|| 0|| 6/20*||Counter. 9F landing recovery on whiff. *=Conqueror's Guide erroneously lists this as 6/8.
|-
|-
| 236236D|| 15|| 4+30|| KD|| -70||F1-18 invul. Airborne F19. First hit has juggle anywhere.
| 214P-C|| 7|| 10|| KD|| /|| 15|| 15|| 0|| 0|| 0|| 10/14*||Throw. 13F landing recovery on whiff. *=Conqueror's guide erroneously lists this as 10/4.
|-
|-
| 623Ex1|| 7|| 4+4|| -1|| -2||F1-6 invul.
| 214P-D|| /|| 6*|| /|| /|| 0|| 0|| 0|| 0|| 0|| 0||Fakeout. *= upon landing, 6F invul + 18F regular recovery. Super Cancel.
|-
|-
| 623Ex2|| 13|| 3|| +7|| +2||
| 236236A|| 4|| 4|| KD|| <span style="color: red;">-5</span>|| 32|| 37|| 0|| 0|| 24|| 0||F1-4 invul. 22F recovery.
|-
|-
| 623Ex3|| ~10|| 3|| KD|| GC||No combo damage scaling.
| 236236C|| 10|| 5|| KD|| <span style="color: red;">-6</span>|| 35|| 41|| 0|| 0|| 24|| 0||F1 invul. 22F recovery.
|-
| 236236B|| 2|| 3+18|| KD|| <span style="color: red;">-49</span>|| 34|| 38|| 0|| 0|| 45|| 0||F1 invul. F2-4 upper body invul. First hit has juggle anywhere. 20F landing recovery.
|-
| 236236D|| 15|| 4+30|| KD|| <span style="color: red;">-70</span>|| 37|| 41|| 0|| 0|| 45|| 0||F1-18 invul. Airborne F19. First hit has juggle anywhere. 22F landing recovery.
|-
| 623Ex1|| 7|| 4+4|| <span style="color: red;">-1|| <span style="color: red;">-2</span>|| 18|| 24|| 0|| 0|| 12|| 0||F1-6 invul. 15F recovery.
|-
| 623Ex2|| 13|| 3|| <span style="color: blue;">+7</span>|| <span style="color: blue;">+2</span>|| 16|| /|| 0|| 0|| 90|| 0||Body (not arm) remains in counterhit-state F16-18 (3F longer than active time). 16F recovery.
|-
| 623Ex3|| ~10|| 3|| KD|| GC|| 30|| /|| 0|| 0|| 18|| 0||No combo damage scaling. 21F recovery. Dmg/Stun/Guard Crush/Gauge Data = hit1+2+3
|-
|-
|}
|}
Zeile 285: Zeile 295:
| 236A|| [[bild:kofxi_gato_236A.png]] || 12 || 6 || +3 ||+2 ||
| 236A|| [[bild:kofxi_gato_236A.png]] || 12 || 6 || +3 ||+2 ||
|-
|-
| 236A>66A || [[bild:kofxi_gato_236A-66A.png]] || 3 || 10 || KD || -8 ||
| 236A>66A || [[bild:kofxi_gato_236A-66A.png]] || 3 || 10 || KD || -9* ||*=point blank
|-
|-
| 236C || [[bild:kofxi_gato_236C.png]] || 19 || 8 || +1||+0||
| 236C || [[bild:kofxi_gato_236C.png]] || 19 || 8 || +1||+0||
|-
|-
| 236C-66C|| [[bild:kofxi_gato_236C-66C.png]] || 3 || 12 || KD|| -11||
| 236C-66C|| [[bild:kofxi_gato_236C-66C.png]] || 3 || 12 || KD|| -11*||*=point blank
|-
|-
| 214A|| [[bild:kofxi_gato_214A.png]] || 6 || 2 || -12||-13 ||
| 214A|| [[bild:kofxi_gato_214A.png]] || 6 || 2 || -12||-13 ||F1-9 counterhit-state. F10-32 airborne. 7F landing recovery.
|-
|-
| 214B|| [[bild:kofxi_gato_214A.png]] || 6 || 2 || -14||-15 ||
| 214B|| [[bild:kofxi_gato_214A.png]] || 6 || 2 || -14||-15 ||F1-32 counterhit-state (until landing). F10-32 airborne. 9F landing recovery.
|-
|-
| 214C|| [[bild:kofxi_gato_214C.png]] || 6 || 2 || KD||-25 ||Flies higher than 214A. Launches.
| 214C|| [[bild:kofxi_gato_214C.png]] || 6 || 2 || KD||-25 ||Flies higher than 214A. Launches. F1-9 counterhit-state. F10-44 airborne. 7F landing recovery.
|-
|-
| 214D|| [[bild:kofxi_gato_214C.png]] || 6 || 2 || KD||-27 ||Flies higher than 214B. Launches.
| 214D|| [[bild:kofxi_gato_214C.png]] || 6 || 2 || KD||-27 ||Flies higher than 214B. Launches. F1-44 counterhit-state (until landing). F10-44 airborne. 9F landing recovery.
|-
|-
| 214K-A|| [[bild:kofxi_gato_214KA.png]] || 15 || 12 || KD|| +8*||Launches (no juggle). *=after 214B, in the corner.
| 214K-A|| [[bild:kofxi_gato_214KA.png]] || 15 || 12 || KD|| +8*||Launches (no juggle). *=after 214B, fastest timing. 9F landing recovery.
|-
|-
| 214K-B|| [[bild:kofxi_gato_214KB.png]] || 5 || 3 || KD|| +1*||Launches + enables juggle. *=after 214B, in the corner.
| 214K-B|| [[bild:kofxi_gato_214KB.png]] || 5 || 3 || KD|| +1*||Launches + enables juggle. *=after 214B, fastest timing. 9F landing recovery.
|-
|-
| 214K-C|| [[bild:kofxi_gato_214KC.png]] || 4 || * || KD|| -1*|| *=active until landing. *=after 214B, in the corner.
| 214K-C|| [[bild:kofxi_gato_214KC.png]] || 4 || n* || +0*|| -1*|| *=active until landing. *2+3=after 214B, fastest timing. 13F landing recovery.
|-
|-
| 214K-D|| [[bild:kofxi_gato_214KD.png]] || 7* || 10 || KD || +0*|| *=7F from landing. *2=after 214B, in the corner.
| 214K-D|| [[bild:kofxi_gato_214KD.png]] || 7* || 10 || KD || +0*|| *=7F from landing. *2=after 214B, in the corner. 6F crouching recovery in counter hit state +6F regular crouching recovery.
|-
|-
| 214P-A|| [[bild:kofxi_gato_214PA.png]] || 18* ||/||/||/|| F1-15 & 20-37 CH-state. *=flies off F18. Loses CH-state if an attack is performed while flying.
| 214P-A|| [[bild:kofxi_gato_214PA.png]] || 18* ||/||/||/|| F1-15 & 20-37 CH-state. *=flies off F18. Loses CH-state if an attack is performed while flying. 1F landing recovery (like a regular jump).
|-
|-
| 214P-B|| [[bild:kofxi_gato_214PB.png]] || 4 || 22 || KD ||/||Counter.
| 214P-B|| [[bild:kofxi_gato_214PB.png]] || 4 || 22 || KD ||/||Counter. 9F landing recovery on whiff.
|-
|-
| 214P-C|| [[bild:kofxi_gato_214PC.png]] || 7 || 10 || KD ||/||Throw.
| 214P-C|| [[bild:kofxi_gato_214PC.png]] || 7 || 10 || KD ||/||Throw. 13F landing recovery on whiff.
|-
|-
| 214P-D|| [[bild:kofxi_gato_214PD.png]] ||/|| 6* ||/||/||*=6F invul from landing. No Counterhit-State.
| 214P-D|| [[bild:kofxi_gato_214PD.png]] ||/|| 6* ||/||/||*=6F invul from landing. No Counterhit-State. Super Cancel.
|-
|-
| 236236A|| [[bild:kofxi_gato_236236A.png]] || 4 || 4 || KD || -5|| 4F invul(the whole startup).
| 236236A|| [[bild:kofxi_gato_236236A.png]] || 4 || 4 || KD || -5||4F invul(the whole startup). 22F recovery.
|-
|-
| 236236C|| [[bild:kofxi_gato_236236C.png]] || 10 || 5 || KD|| -6 ||No invul.
| 236236C|| [[bild:kofxi_gato_236236C.png]] || 10 || 5 || KD|| -6 ||F1 invul. 22F recovery.  
|-
|-
| 236236B || [[bild:kofxi_gato_236236B_1.png|150px]][[bild:kofxi_gato_236236B_2.png|150px]][[bild:kofxi_gato_236236B_gif.gif]] || 2 || 3+18 || KD|| -49 ||F1 invul. F2-4 upper body invul. Airborne F5. Hurtbox shrinks from F7 on. First hit has juggle anywhere.
| 236236B || [[bild:kofxi_gato_236236B_1.png|150px]][[bild:kofxi_gato_236236B_2.png|150px]][[bild:kofxi_gato_236236B_gif.gif]] || 2 || 3+18 || KD|| -49 ||F1 invul. F2-4 upper body invul. Airborne F5. Hurtbox shrinks from F7 on. First hit has juggle anywhere. 20F landing recovery.
|-
|-
| 236236D || [[bild:kofxi_gato_236236D_1.png|150px]][[bild:kofxi_gato_236236D_2.png|150px]][[bild:kofxi_gato_236236D_gif.gif]] || 15 || 4+30 || KD|| -70 ||F1-18 invul. Airborne F19. First hit has juggle anywhere. Pulls the enemy in.
| 236236D || [[bild:kofxi_gato_236236D_1.png|150px]][[bild:kofxi_gato_236236D_2.png|150px]][[bild:kofxi_gato_236236D_gif.gif]] || 15 || 4+30 || KD|| -70 ||F1-18 invul. Airborne F19. First hit has juggle anywhere. Pulls the enemy in. 22F landing recovery.
|-
|-
| 623Ex1 || [[bild:kofxi_gato_623E_1.png]][[bild:kofxi_gato_623E_1_2.png]][[bild:kofxi_gato_623E_gif.gif]] || 7 || 4+4 || -1|| -2||F1-6 invul.
| 623Ex1 || [[bild:kofxi_gato_623E_1.png]][[bild:kofxi_gato_623E_1_2.png]][[bild:kofxi_gato_623E_gif.gif]] || 7 || 4+4 || -1|| -2||F1-6 invul. 15F recovery.
|-
|-
| 623Ex2 ||  [[bild:kofxi_gato_623E_2.png]] || 13 || 3 || +7||+2 ||High guard damage. 3F CH-State on legs after the active-Frames.
| 623Ex2 ||  [[bild:kofxi_gato_623E_2.png]] || 13 || 3 || +7||+2 ||High guard damage. 3F CH-State on legs after the active-Frames. Body (not arm) remains in counterhit-state F16-18 (3F longer than active time). 16F recovery.
|-
|-
| 623Ex3 || [[bild:kofxi_gato_623E_3.png]] || ~16 || 3 || KD|| GC||No invul. Guard Crush. No combo damage scaling.
| 623Ex3 || [[bild:kofxi_gato_623E_3.png]] || ~16 || 3 || KD|| GC||No invul. Guard Crush. No combo damage scaling. 21F recovery.
|-
|-
| 623E(DC) || [[bild:kofxi_gato_623E(DC).png]] ||  ||  ||  || || Dream / Super Cancel-Version of 623E has a slightly different hitbox.
| 623E(DC) || [[bild:kofxi_gato_623E(DC).png]] ||  ||  ||  || || Dream / Super Cancel-Version of 623E has a slightly different hitbox.
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== Special Attributes & Bugs ==
== Special Attributes & Bugs ==
*Wakes up 4F faster on face up knockdown
*Wakes up 4F faster on face up knockdown
*Gato's Front Ukemi takes 26+1F instead of the regular 22+1F
*Gato's front ukemi takes 26+1F instead of the regular 22+1F
*Gato is throw invulnerable during his front ukemi (thanks @kofxi_bot!).
*Gato has a taller than normal collision size while crouch guarding, which prevents smalljump crossups.
*Gato has a taller than normal collision size while crouch guarding, which prevents smalljump crossups.
*Gato is throw invulnerable during his front recovery roll (thanks @kofxi_bot!).
 
*Has less landing recovery after Saving Shift: only 4F/5F (hit/whiff) instead of the usual 9F/10F
*Has less landing recovery after Saving Shift: only 4F/5F (hit/whiff) instead of the usual 9F/10F
*Gato's back roll has no invulnerability F1-6. Invul F7-26. 7F recovery.
*Gato's back roll has no invulnerability F1-6. Invul F7-26. 7F recovery.
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== Combos ==
== Combos ==
=== Basic Combos ===
*2B or 2A or 5A or 5D(2) or 5C(c), link 236236A: yes, it is that simple.
*2B or 2A or 5A or 5D(2) or 5C(c), link 236236A: yes, it is that simple.


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*5D(1),214D-B: launcher combo.
*5D(1),214D-B: launcher combo.


*Back-turned 5D(2) (eg after a punished forward roll), link 5D(2), link 2B, link 236236A
*j.B>5A>5A>LDM
*2B>5C(c)>cancel into LDM
=== Shift Combos ===
* Corner high launch (eg. Kula 214B>6D), QS Gato, Whiff j.B, 5B whiff, 214B-B x 4-5, then:
**6B,236236D (>DC LDM)
**2C>236A (whiff),236236B(>DC LDM)
'''With K'''<br>
With back to corner 236236A QS to K,\/, jump back j.C>j.214K,\/, LDM, see [https://youtu.be/cQvV3k_nZLE?t=482 here]
=== Other Combos ===
'''Double 5D Combos'''<br>
Those are most commonly used to punish front ukemi. Example: back-turned 5D(c) (against front ukemi), link 2B, link 5D(c), link 5A(c)>LDM, see an example by Kyuntakuya [https://youtu.be/0oLnlxfOLsw?t=1566 here].


'''5D(1) > 5A,5A Combo Route'''<br>
'''5D(1) > 5A,5A Combo Route'''<br>
The second hit of 5D(c) whiffs against crouchers in some combos, which creates less pushback and allows comboing into 5A,5A. This in turn enables combos with more stun than normal. The combo was discovered around 2006 (tougeki time). Rock managed to discover good ways to use the combo lately: [https://twitter.com/rock_zack_ap1/status/1368099272793542658?s=19 source]. Some additional clips from [https://twitter.com/ljh5599/status/1368201878350176256?s=19 PI]
The second hit of 5D(c) whiffs against crouchers in some combos, which creates less pushback and allows comboing into 5A,5A. This in turn enables combos with more stun than normal. The combo was discovered around 2006 (tougeki time). Rock managed to discover good ways to use the combo lately: [https://twitter.com/rock_zack_ap1/status/1368099272793542658?s=19 source]. Some additional clips from [https://twitter.com/ljh5599/status/1368201878350176256?s=19 PI]
'''Command Grab Combo'''
Not too useful, but interesting - it is possible to combo into Gato's command grab on back hit, see [https://twitter.com/dagun7676/status/1590494148599369728 here]


=== DOWN Okizeme ===
=== DOWN Okizeme ===
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'''Gato Pressure'''<br>
'''Gato Pressure'''<br>
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.
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'''<br>
'''236236A/C'''<br>
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'''Reversal 236236B'''<br>
'''Reversal 236236B'''<br>
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.
Gato's 236236B is extremely fast ('''2F startup''') 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, or jump from an angle that would make most of the 236236B hits whiff (so, from far away).


'''LDM (623Ex3)'''<br>
'''LDM (623Ex3)'''<br>
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.<br>
Gato's LDM has '''7F Startup''' and startup 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.<br>
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 a'''Guard Cancel Roll''' or attack to evade it.
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 a '''Guard Cancel Roll''' or attack to evade it.


==Matchups==
==Matchups==
===Vs Kula===
Japanese player Shingo considers this matchup in favor of Gato: approaching him is difficult with Kula, even though she excels at corner pressure. On the other hand, if Gato & Kula are not Leaders in this matchup, Kula can also play this defensively and abuse her strong anti-airs.
:5D(c) as Okizeme can beat both Kula's wakeup 214B & 623C
:Do not overabuse wakeup 236236A, Kula can 214B on reaction for a full punish.
:If you have saving shift and Leader Gato available, you can punish Kula's BnB combo on hit if you saving shift>land>LDM right before she would do the 6D followup to 214B. Example video feat. [https://youtu.be/jPj37SPSvzc?t=2037 Yanjirou]
:For the rare case that you play against a Leader Kula, you can punish her LDM on block with Gato's command grab (it is unpunishable other than by throws).
===Vs Oswald===
===Vs Oswald===
Since Gato wakes up 4F faster on face-up knockdown, he can punish ACE on hit with 236236A.
Strongly in favor of Gato.
:Oswald has trouble escaping from Gato's pressure. Gato's normals are too quick and should be used as much as possible (j.B, 2B, 2A, 5A etc.)
:Since Gato wakes up 4F faster on face-up knockdown, he can punish ACE on hit with 236236A.
:Use meaty 5D(c) to beat Oswald's reversal counter.


=== Vs Kensou ===
=== Vs Kensou ===
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=== Vs Kim ===
=== Vs Kim ===
Laut Kyuntakuya 8:2 für Gato.
According to Kyuntakuya, strongly in favor of Gato (8:2).


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