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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
<section begin="image"/>[[File:KOFXV_Gato_Profile.png|thumb|This cold and calculated master-class fighter always strays away from the pack. He set out for vengeance after his mother died at the hands of his father. Though he wishes to go his own way, B. JENET was able to convince him to join the team as she has some info on his father’s whereabouts.]]<section end="image"/> | <section begin="image"/>[[File:KOFXV_Gato_Profile.png|thumb|This cold and calculated master-class fighter always strays away from the pack. He set out for vengeance after his mother died at the hands of his father. Though he wishes to go his own way, B. JENET was able to convince him to join the team as she has some info on his father’s whereabouts. | ||
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | |||
<big>'''Jump:''' 40f | |||
<br>'''Hop:''' 32f | |||
<br>'''Backdash:''' 22f | |||
<br>'''Run Speed Ranking:''' 3 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Gameplay Overview== | ==Gameplay Overview== | ||
The | The taciturn fist of vengeance, Gato is all about utilizing his strong close-range offense to crush the opponent's defense. What he lacks in zoning options, he makes up for with incredibly strong neutral pokes and a suite of options specially designed to crack open the opponent's defense. | ||
Gato's gameplan revolves around the usage of his "demon flips"—Wind Fang and Backdraft Fang—for damage and pressure. Wind Fang can be followed up with a static projectile, a jumping kick, a divekick, or a slide, while Backdraft Fang is more utility-oriented—it can be followed up with an airdash, a counter, a throw, or a slide feint. As a ''Garou'' character, Gato can "brake" the heavy and '''EX''' versions of the jumps before the jump occurs—referred to as "stomp cancels"—that effectively serve as 15-frame launchers that are +2 on block. These are especially powerful in the corner where the opponent can't be launched away, giving him exceptional meter build and damage. Gato can also brake the heavy version of his fully-invincible DP, Lightning Fang, which serves as a fast and consistent launcher that is easy to follow up. All of these options can easily follow up into his main special, Quaking Fang, a palm strike with high damage and pushback that serves as his main combo and pressure option. Because all of Gato's specials deal significant chip damage, it is pretty easy for Gato to KO defensive opponents even if they just try to block his attacks. | |||
Even without his specials, Gato still has an exceptionally strong neutral. For Gato, there's almost no such thing as a stubby button—all of his grounded normals have excellent reach and frame data. Gato has the rare attribute of all of his punching attacks being special-cancelable, which makes it very easy for him to string together attacks. His 2A is +2 on block which makes it a great frame-trap tool, and his 2C has great horizontal reach while only having 6 frames of startup, making is great for whiff punishes. Overall, this allows Gato to either run a gameplan where he can completely overwhelm the opponent with his offensive options, or play it safe and patient with his long-reaching pokes and punish the opponent's mistakes for big damage. | |||
Ultimately, Gato's moveset practically covers everything you could want in a character. An incredibly solid character that is difficult to contest, his potential is limited only by the imagination of the player. | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = '''''{{SUBPAGENAME}} is a | | intro = '''''{{SUBPAGENAME}} is a rushdown character with powerful neutral and offensive options for whittling away or completely destroying the opponent's health.''''' | ||
| pros= | | pros= | ||
* '''Demon Flip Neutral''': Having ''two'' demon flip specials in 214 A/C and 214 B/D, with four follow-ups each, Gato has a versatile arsenal of moves to work with to get in or counter the opponent's responses. The A/C series are all utility moves, while the B/D series are all strikes. | * '''Demon Flip Neutral''': Having ''two'' demon flip specials in 214 A/C and 214 B/D, with four follow-ups each, Gato has a versatile arsenal of moves to work with to get in or counter the opponent's responses. The A/C series are all utility moves, while the B/D series are all strikes. | ||
* '''Pressure God''': Due to his extremely powerful demon flip specials and great air normals, Gato has unprecedented offensive capability. His myriad of options for opening up an enemy includes empty lows, divekicks, command grabs, airdashes, stagger and more | * '''Pressure God''': Due to his extremely powerful demon flip specials and great air normals, Gato has unprecedented offensive capability. His myriad of options for opening up an enemy includes empty lows, divekicks, command grabs, airdashes, stagger and more. | ||
* '''Meter Efficiency''': With his 0.5 and 1 bar combos, Gato can dish out big damage while also being able to build a good chunk back, allowing for him to spend his due again and again | * '''Meter Efficiency''': With his 0.5 and 1 bar combos, Gato can dish out big damage while also being able to build a good chunk back, allowing for him to spend his due again and again. | ||
* '''Strong Conversions''': Gato has many buttons that cancel into special moves, granting him a scary combo game off of stray pokes or punishes with his '''5C/2C''' | * '''Strong Conversions''': Gato has many buttons that cancel into special moves, granting him a scary combo game off of stray pokes or punishes with his '''5C/2C''' | ||
* '''Safe Gameplan''': Gato has great frame data on his normals and specials, allowing him a remarkable amount of safety in running his gameplan. | * '''Safe Gameplan''': Gato has great frame data on his normals and specials, allowing him a remarkable amount of safety in running his gameplan. | ||
| cons= | | cons= | ||
* '''Weak Against Zoning''': Gato lacks consistent tools to deal with projectiles or long ranged options, requiring him to take risks on defense and even offense | * '''Weak Against Zoning''': Gato lacks consistent tools to deal with projectiles or long ranged options, requiring him to take risks on defense and even offense. | ||
* '''Lacking in anti-airs''': Against airborne opponents, Gato does not have any anti-air normals and either has to meet them in the air and/or commit to using DP. | * '''Lacking in anti-airs''': Against airborne opponents, Gato does not have any anti-air normals and either has to meet them in the air and/or commit to using DP. | ||
* '''Demon Flip Commitment''': The risk of using the demon flip follow-ups is heavily detrimental if the opponent guesses right and/or it whiffs, but before that the opponent can react to the flip itself and mash Gato out of it | * '''Demon Flip Commitment''': The risk of using the demon flip follow-ups is heavily detrimental if the opponent guesses right and/or it whiffs, but before that the opponent can react to the flip itself and mash Gato out of it | ||
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| '''0 Meter''' | | '''0 Meter''' | ||
| | | | ||
(Anywhere) 2B > 2A > 236A~6P<br/> | |||
(Anywhere) 2B > c. A > 2C, 236C~6P<br/> | |||
(Corner) c. C > 6A > 214D~B, 623D~AB, 236C~6P<br/> | |||
| | | | ||
= 126 dmg<br/> | |||
= 201 dmg<br/> | |||
= 326 dmg<br/> | |||
|- | |- | ||
| '''1 Meter''' | | '''1 Meter''' | ||
| | | | ||
(Anywhere) 2B > 2A > 236A > 236236D <br/> | |||
(Anywhere) 2B > c. A , 2C > 236AC, 214BD~B, 623D~AB, 236C~6P <br/> | |||
(Corner) Far C > 236AC, 214D~B, 214BD~A, 214B(Whiff)~B, 623D~AB, 236C~P <br/> | |||
| | | | ||
= 263 dmg<br/> | |||
= 364 dmg<br/> | |||
= 460 dmg<br/> | |||
|- | |- | ||
| '''2 Meters''' | | '''2 Meters''' | ||
| | | | ||
(Anywhere) 2B > 2A > 236A > 236236AC<br/> | |||
(Anywhere) 2B > c. A , 2C > 236AC, 214BD~B, 623D~AB, 236C > 236236D<br/> | |||
(Corner) c. C > 6A > 236AC, 214D~B, 214BD~A, 214B(Whiff)~B, 623D~AB, 236C > 236236A/C <br/> | |||
| | | | ||
= 391 dmg <br/> | |||
= 454 dmg<br/> | |||
= 556 dmg<br/> | |||
|- | |- | ||
|} | |} | ||
==Normals== | ==Normals== | ||
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|moveId=gato_fa | |moveId=gato_fa | ||
|name=far A | |name=far A | ||
|input=f.A | |input=f.A | ||
|description=* A safe, low-commital poke | |description=* A safe, low-commital poke. | ||
Disjointed at and under his fingers | Disjointed at and under his fingers, meaning it can counterpoke anything. Priority be damned. Excellent range, hits crouchers, and special cancellable, but a 236A from it will whiff at max range. | ||
}} | }} | ||
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|name=far B | |name=far B | ||
|input=f.B | |input=f.B | ||
|description= | |description=Middling speed but great range, good neutral check. A bit difficult to use for pressure due to the likelihood of accidentally inputting 6B. | ||
}} | }} | ||
====far C==== | ====far C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=far D | |name=far D | ||
|input=f.D | |input=f.D | ||
|description=* | |description=* Moves Gato forward during the animation | ||
Excellent poke for contesting neutral. Despite the high angle, 5D doesn't whiff on crouchers, which makes it great for controlling space as well as catching hops. | |||
}} | }} | ||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
====close A==== | ====close A==== | ||
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|description=* Combo glue, pressure reset, stagger tool and hop check. | |description=* Combo glue, pressure reset, stagger tool and hop check. | ||
Quick button with large frame advantage that links into cl.C, cl.D, and cr.C up close. | Quick button with large frame advantage that links into cl.C, cl.D, and cr.C up close. A necessary button for converting from cr.B into a highly damaging combo. | ||
}} | }} | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|hitboxCaptions= Hop Version, Jump Version | |||
|description2=* Air-to-air. | |description2=* Air-to-air. | ||
}} | }} | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|hitboxCaptions= Hop Version, Jump Version | |||
|description2=* Gato's deepest jump-in. This is also his crossup. | |description2=* Gato's deepest jump-in. This is also his crossup. | ||
Probably your best jump-in tool. | Probably your best jump-in tool. | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|hitboxCaptions= Hop Version, Jump Version | |||
|description2=* Fairly high up for a jump-in. Will high profile moves like Burn Knuckle. | |description2=* Fairly high up for a jump-in. Will high profile moves like Burn Knuckle. | ||
}} | }} | ||
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|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|hitboxCaptions= Hop Version, , , , Jump Version | |||
|description2=* Has long reach and reaches slightly below him, making it useful for both air-to-air and jump-in purposes. This has an extended hurtbox before the active frames making it easier to counterpoke so be careful. | |description2=* Has long reach and reaches slightly below him, making it useful for both air-to-air and jump-in purposes. This has an extended hurtbox before the active frames making it easier to counterpoke so be careful. | ||
}} | }} | ||
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|description=* Gato already has a reversal so this is only really useful for combo extensions. | |description=* Gato already has a reversal so this is only really useful for combo extensions. | ||
}} | }} | ||
====AdvanceStrike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=gato_214cd | |||
|description= | |||
*Same animation and range as his CD. | |||
* The throw counter is at the feet. | |||
}} | |||
====jump CD==== | ====jump CD==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=jump CD | |name=jump CD | ||
|input=j.CD | |input=j.CD | ||
|hitboxCaptions= Hop Version, Jump Version | |||
|description2=* Has good priority as you would expect, but not the best reach. Instead, vertical range downward is where this move excels, making it ideal for pressure. This and j.D are your main air normals in neutral, but like j.D the hurtbox is extended before the active frames. | |description2=* Has good priority as you would expect, but not the best reach. Instead, vertical range downward is where this move excels, making it ideal for pressure. This and j.D are your main air normals in neutral, but like j.D the hurtbox is extended before the active frames. | ||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=gato_6a | |moveId=gato_6a | ||
| | |imageCaptions='''Startup''','''Active''' | ||
|name=Chinbreaker | |name=Chinbreaker | ||
|input=6A | |input=6A | ||
|description= | |hitboxCaptions= Raw Version, Cancel Version | ||
|description= An overhead/combo extender with terrible range. Due to the pushback on Gato's cl.C and 2C, it is very difficult to combo into. | |||
}} | }} | ||
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|name=Tranquil Kick | |name=Tranquil Kick | ||
|input=6B | |input=6B | ||
|description=* A hop kick | |description=* A hop kick that goes over lows, including small ground fireballs such as Power Wave. It doesn't combo into anything and doesn't give you a knockdown. It's effective as one of Gato's anti-air hop tools. It's also useful as anti-air against specific jump angles. | ||
}} | }} | ||
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|moveId=gato_236a,gato_236c,gato_236ac | |moveId=gato_236a,gato_236c,gato_236ac | ||
|name=Quaking Fang | |name=Quaking Fang | ||
| | |imageCaptions= | ||
|input=236A/C/AC | |input=236A/C/AC | ||
|description2= | |hitboxCaptions= Normal Version, EX Version | ||
|description3= | |description2= Gato steps forward with a palm strike. | ||
* Destroys meterless fireballs | |||
Do not be fooled by the simplicity of this move. Although it is a generic combo tool, it is still incredibly powerful. Despite being technically unsafe on hit and block, it has massive pushback that makes it impossible to punish, making it a very strong pressure tool. | |||
|description3= A crumple with the same speed as a Shatter Strike. Moves Gato forward considerably, letting him link easily into launchers. Destroys EX fireballs. Unsafe. | |||
}} | }} | ||
<!--Piercing Fang--> | <!--Piercing Fang--> | ||
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|name=Piercing Fang | |name=Piercing Fang | ||
|input=236A/C~6A/C | |input=236A/C~6A/C | ||
|description2=* A soft knockdown followup which isn't safe either. Not | |description2=* A soft knockdown followup which isn't safe either. Not super-cancellable. You can run up after this move and continue pressure. | ||
* Note that the input is now simply 6P instead of 66P. Inputting 66P may result in this move failing to launch. | * Note that the input is now simply 6P instead of 66P. Inputting 66P may result in this move failing to launch. | ||
|description3=* This move results in a sliding hard knockdown. You get more okizeme from this than you do from simply linking 236AC into 623D, but if you have meter to spend or you're in the corner then there's not much reason to use this at all. | |description3=* This move results in a sliding hard knockdown. You get more okizeme from this than you do from simply linking 236AC into 623D, but if you have meter to spend or you're in the corner then there's not much reason to use this at all. | ||
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|name=Wind Fang | |name=Wind Fang | ||
|input=214B/D/BD~AB | |input=214B/D/BD~AB | ||
|hitboxCaptions= B Version, , D Version, , EX Version | |||
|description=* One of two command hops. This hop has strike followups. This version travels a short distance, making it useful in blockstrings. | |description=* One of two command hops. This hop has strike followups. This version travels a short distance, making it useful in blockstrings. | ||
|description2=* Leaps higher and travels further than the light version. Gato stomps before either version, but this version will launch on hit, making it useful for juggles. | |description2=* Leaps higher and travels further than the light version. Gato stomps before either version, but this version will launch on hit, making it useful for juggles. | ||
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|name=Vortex Fang | |name=Vortex Fang | ||
|input=214B/D/BD~A | |input=214B/D/BD~A | ||
|hitboxCaptions= Normal Version, EX Version | |||
|description2=* A ki blast directed at the ground, with the hitbox not reaching very high upward. Destroys normal fireballs. Gato leaps back after this move and the advantage on its own isn't great, but it is active enough to the point that using it as a meaty with the right setup can lead Gato plus. | |description2=* A ki blast directed at the ground, with the hitbox not reaching very high upward. Destroys normal fireballs. Gato leaps back after this move and the advantage on its own isn't great, but it is active enough to the point that using it as a meaty with the right setup can lead Gato plus. | ||
|description3=* Also destroys EX fireballs. More advantage on block. This move juggles the opponent but it's only really useful in the corner where it can then link into EX Whirlwind Fang. Also hits OTG, which is guaranteed after sweep or K super. | |description3=* Also destroys EX fireballs. More advantage on block. This move juggles the opponent but it's only really useful in the corner where it can then link into EX Whirlwind Fang. Also hits OTG, which is guaranteed after sweep or K super. | ||
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|name=Backdraft Fang | |name=Backdraft Fang | ||
|input=214A/C/AC~AB | |input=214A/C/AC~AB | ||
|hitboxCaptions= A Version, , C Version, , EX Version | |||
|description=* One of two command hops. This hop has utility followups. Identical to 214B but has a slightly different vocal cue. | |description=* One of two command hops. This hop has utility followups. Identical to 214B but has a slightly different vocal cue. | ||
|description2=* Identical to 214D but has a slightly different vocal cue. | |description2=* Identical to 214D but has a slightly different vocal cue. | ||
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|name=Swift Fang | |name=Swift Fang | ||
|input=214A/C/AC~A | |input=214A/C/AC~A | ||
|hitboxCaptions= Air Dash, j. CD during air dash | |||
|description=* A forward airdash which travels quite far and has fast startup. Gato's air normals are all good so this is very useful for extending pressure, but much like in most anime games this airdash can be easily stuffed. The EX version of this move allows Gato to attack far earlier into the airdash. | |description=* A forward airdash which travels quite far and has fast startup. Gato's air normals are all good so this is very useful for extending pressure, but much like in most anime games this airdash can be easily stuffed. The EX version of this move allows Gato to attack far earlier into the airdash. | ||
}} | }} | ||
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|name=Cipher Fang | |name=Cipher Fang | ||
|input=214A/C/AC~C | |input=214A/C/AC~C | ||
|hitboxCaptions= Normal Version, EX Version | |||
|description2=* A leaping command grab. Easy to set up from most blocked normals. On hit Gato throws the opponent fullscreen and it's a soft knockdown, effectively ending your turn. The EX version causes a hard knockdown. | |description2=* A leaping command grab. Easy to set up from most blocked normals. On hit Gato throws the opponent fullscreen and it's a soft knockdown, effectively ending your turn. The EX version causes a hard knockdown. | ||
}} | }} | ||
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|name=Fang of Darkness | |name=Fang of Darkness | ||
|input=214A/C/AC~D | |input=214A/C/AC~D | ||
|hitboxCaptions= Normal Version, EX Version | |||
|description=* A fake version of Sliding Fang, but it really shouldn't be used as such, as the sound cue is different unless you use the EX version. Instead, this move is generally good for baiting reversals of all sorts, as Gato safely leaps back while the shadow slides forward. | |description=* A fake version of Sliding Fang, but it really shouldn't be used as such, as the sound cue is different unless you use the EX version. Instead, this move is generally good for baiting reversals of all sorts, as Gato safely leaps back while the shadow slides forward. | ||
}} | }} | ||
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|name=Lightning Fang | |name=Lightning Fang | ||
|input=623B/D/BD | |input=623B/D/BD | ||
|hitboxCaptions= B Version, , , D Version, , , , EX Version | |||
|description=* Gato's reversal. No version of Lightning Fang has particularly good range, but they reach high up. This move results in a soft knockdown. | |description=* Gato's reversal. No version of Lightning Fang has particularly good range, but they reach high up. This move results in a soft knockdown. | ||
|description3=* This looks like a better version of 623B, dealing more damage and resulting in a hard knockdown. However, it is not a reversal. Rather, it is a combo tool where you either go for the hard knockdown or use its brake for juggles. | |description3=* This looks like a better version of 623B, dealing more damage and resulting in a hard knockdown. However, it is not a reversal. Rather, it is a combo tool where you either go for the hard knockdown or use its brake for juggles. The full move gives a 4f safejump with an immediate hop after. | ||
|description4=* | |description4=* Faster than the light version and deals more damage. Also acts as a reversal. Same knockdown advantage as 623D, so it also gives a 4f safejump with an immediate hop after. | ||
}} | }} | ||
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===Freeze Fang=== | ===Freeze Fang=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=gato_236236a,gato_236236c,gato_236236ac | ||
|name=Freeze Fang | |name=Freeze Fang | ||
|captions= | |||
|input=236236A/C/AC | |input=236236A/C/AC | ||
| | |hitboxCaptions= Normal Version, Max Version | ||
|description3= | |||
* Cancellable after the last hit | * A 5f super with good range, allowing it to punish moves which are otherwise quite safe. Cancellable after Gato lands on his feet. | ||
* Level 2 is Climax Cancellable after the last hit, even if it doesn't look like it. | |||
}} | }} | ||
===Dragon Fang=== | ===Dragon Fang=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=gato_236236b,gato_236236d,gato_236236bd | ||
|name=Dragon Fang | |name=Dragon Fang | ||
|captions= | |||
|input=236236B/D/BD | |input=236236B/D/BD | ||
| | |hitboxCaptions= Normal Version, , Max Version | ||
|description3= | |||
* A fully-vertical reversal. The heavy version slides forward a bit before attacking, while the light version rises in place. Generally in combos you'll want to use the C version, as the A will often whiff(C version might be too slow for some juggle combo enders though). If you're going for an Advanced Cancel then start with this super. | |||
* Level 2 deals more hits than 236236AC so it scales more. | |||
}} | }} | ||
Latest revision as of 22:25, 18 November 2024
Gameplay Overview
The taciturn fist of vengeance, Gato is all about utilizing his strong close-range offense to crush the opponent's defense. What he lacks in zoning options, he makes up for with incredibly strong neutral pokes and a suite of options specially designed to crack open the opponent's defense.
Gato's gameplan revolves around the usage of his "demon flips"—Wind Fang and Backdraft Fang—for damage and pressure. Wind Fang can be followed up with a static projectile, a jumping kick, a divekick, or a slide, while Backdraft Fang is more utility-oriented—it can be followed up with an airdash, a counter, a throw, or a slide feint. As a Garou character, Gato can "brake" the heavy and EX versions of the jumps before the jump occurs—referred to as "stomp cancels"—that effectively serve as 15-frame launchers that are +2 on block. These are especially powerful in the corner where the opponent can't be launched away, giving him exceptional meter build and damage. Gato can also brake the heavy version of his fully-invincible DP, Lightning Fang, which serves as a fast and consistent launcher that is easy to follow up. All of these options can easily follow up into his main special, Quaking Fang, a palm strike with high damage and pushback that serves as his main combo and pressure option. Because all of Gato's specials deal significant chip damage, it is pretty easy for Gato to KO defensive opponents even if they just try to block his attacks.
Even without his specials, Gato still has an exceptionally strong neutral. For Gato, there's almost no such thing as a stubby button—all of his grounded normals have excellent reach and frame data. Gato has the rare attribute of all of his punching attacks being special-cancelable, which makes it very easy for him to string together attacks. His 2A is +2 on block which makes it a great frame-trap tool, and his 2C has great horizontal reach while only having 6 frames of startup, making is great for whiff punishes. Overall, this allows Gato to either run a gameplan where he can completely overwhelm the opponent with his offensive options, or play it safe and patient with his long-reaching pokes and punish the opponent's mistakes for big damage.
Ultimately, Gato's moveset practically covers everything you could want in a character. An incredibly solid character that is difficult to contest, his potential is limited only by the imagination of the player.
Gato is a rushdown character with powerful neutral and offensive options for whittling away or completely destroying the opponent's health. | |
Pros | Cons |
|
|
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
- ┗Brake - [ or EX Backdraft Fang]
- ┗Swift Fang -
- ┗Counterattack Fang - [in time with opponent's attack]
- ┗Cipher Fang -
- ┗Fang of Darkness -
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
(Anywhere) 2B > 2A > 236A~6P |
= 126 dmg |
1 Meter |
(Anywhere) 2B > 2A > 236A > 236236D |
= 263 dmg |
2 Meters |
(Anywhere) 2B > 2A > 236A > 236236AC |
= 391 dmg |
Normals
Far Standing Normals
far A
far A
f.A
f.A
|
---|
far B
far B
f.B
f.B
|
---|
far C
far C
f.C
f.C
|
---|
far D
far D
f.D
f.D
|
---|
Close Standing Normals
close A
close A
cl.A
cl.A
|
---|
close B
close B
cl.B
cl.B
|
---|
close C
close C
cl.C
cl.C
|
---|
close D
close D
cl.D
cl.D
|
---|
Crouch Normals
crouch A
crouch A
2A
2A
|
---|
crouch B
crouch B
2B
2B
|
---|
crouch C
crouch C
2C
2C
|
---|
crouch D
crouch D
2D
2D
|
---|
Jump Normals
Jump A
jump A
j.A
j.A
|
---|
Jump B
jump B
j.B
j.B
|
---|
Jump C
jump C
j.C
j.C
|
---|
Jump D
jump D
j.D
j.D
|
---|
Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD
|
---|
Shatterstrike
Shatterstrike
236CD
236CD
|
---|
AdvanceStrike
AdvanceStrike
214CD
214CD
|
---|
jump CD
jump CD
j.CD
j.CD
|
---|
Throws
Extinction Leg
Extinction Leg
(close) 4/6C
(close) 4/6C
|
---|
Great Spiral
Great Spiral
(close) 4/6D
(close) 4/6D
|
---|
Command Moves
Chinbreaker
Chinbreaker
6A
6A
|
---|
Tranquil Kick
Tranquil Kick
6B
6B
|
---|
Special Moves
Quaking Fang
Quaking Fang
236A/C/AC
236A/C/AC
|
---|
Piercing Fang
236A/C~6A/C
236A/C~6A/C
|
---|
Wind Fang
Wind Fang
214B/D/BD~AB
214B/D/BD~AB
|
---|
Wind Fang Followups
Vortex Fang
214B/D/BD~A
214B/D/BD~A
|
---|
Whirling Fang
214B/D/BD~B
214B/D/BD~B
|
---|
Arrow Fang
214B/D/BD~C
214B/D/BD~C
|
---|
Sliding Fang
214B/D/BD~D
214B/D/BD~D
|
---|
Backdraft Fang
Backdraft Fang
214A/C/AC~AB
214A/C/AC~AB
|
---|
Backdraft Fang Followups
Swift Fang
214A/C/AC~A
214A/C/AC~A
|
---|
Counterattack Fang
214A/C/AC~B
214A/C/AC~B
|
---|
Cipher Fang
214A/C/AC~C
214A/C/AC~C
|
---|
Fang of Darkness
214A/C/AC~D
214A/C/AC~D
|
---|
Lightning Fang
Lightning Fang
623B/D/BD
623B/D/BD
|
---|
Super Special Moves
Freeze Fang
Freeze Fang
236236A/C/AC
236236A/C/AC
|
---|
Dragon Fang
Dragon Fang
236236B/D/BD
236236B/D/BD
|
---|
Climax Super Special Moves
Flaming Serpent’s Fang
Flaming Serpent’s Fang
2141236CD
2141236CD
|
---|
Misc
Alternate Colors