Garou: Mark of the Wolves/Gato

From SuperCombo Wiki

Introduction

Gato is a taciturn practitioner of Chinese martial arts, with a background shrouded in mystery. He seeks vengeance against his father for murdering his mother and enters the Maximum Mayhem tournament in search of him. He seems to have a connection with another fighter, Hotaru Futaba, who asserts that he is her missing older brother...

Gameplay

Gato is a rushdown/neutral hybrid character. His main gameplan revolves around two core tactics. The first is to carry the opponent to the corner of the stage where he can deal tons of damage with his corner combos and pressure the opponent very well. The second is to build meter using his unique meter-building technique called the "stomp cancel" in order to gain access to his 0f super (a.k.a. Rei-ga or Zero Kiba), which allows him to confirm from almost anything in neutral, punish anything unsafe in neutral, or to end combos with to do even more damage in the corner.

Strengths Weaknesses
  • Very versatile 0f super move that allows for a wide range of confirms and punishes
  • Good offensive pressure and neutral game
  • Highly damaging corner combos
  • Very fast meter build speed with his stomp cancel
  • Innate throw/anti-air option select with D throw and cl.D
  • Meterless combos are somewhat limited and not as damaging midscreen
  • Needs to be close to the opponent to deal a lot of damage
  • Lack of reliable (non-risky) reversals
MOTW Gato Art.png

Character Colors

Gatocolors.JPG

Move List

Frame Data Source: https://w.atwiki.jp/garoumow/pages/24.html and https://w.atwiki.jp/garoumow/pages/71.html

Data Help
Disclaimer: This is meant to teach basic terminology used when describing moves.
HitBox: A predefined area (usually a group of rectangles or circles) that tell the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing.
HurtBox: A predefined area (usually a group of rectangles or circles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox.
Throw Box/Range: Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun.
Projectile Box: Hit box on a projectile attack.
Guard/Counter Box: The Guard Box or Counter Box. This appears when blocking or using a counter move.
Push Box: Has no bearing on hurt/hit boxes. Just allows characters to not pass through each other. (Also known as "Collision Box".)
Command the input for the attack.
Start Up The number of frames that initiate at the beginning of an attack after the input. And when the first hitbox is present.

The first active frame is after the last startup frame.

Guard The way this move must be blocked.

High or H or Overhead (especially when from the ground) -- must be blocked standing.
High-Low or HL or Mid -- can be blocked either standing or crouching.
Low or L -- must be blocked crouching.

Damage "basic" damage -- unmodified damage values

"correct" damage -- damage values modified for damage scaling, TOP multiplier, and defense rate

Guard Crush Value Decrease your guard durability gauge/meter by that value/s
+ signifies how many advantage frames the attacker has.
- signifies how many disadvantage frames the attacker has.
KD means the attack will knock the opponent down.
circle means cancelable on both hit/block.
infinity means chain cancelable with the same button (renda cancel).
means cancelable on the first hit/part only.
《 》OR « » OR << >> OR ( ) The numbers in the brackets are the startup frames until the next stage (the gap until the next hit's first active frame).
up triangle means only cancelable on block.
down triangle means only cancelable on hit.
× OR X means not cancelable.


Notes:

  • Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.


Close Standing Normals

Cl. Kof.lp.png
Garou Gato cl.A.jpg
Damage Guard Startup Active Recovery Total
4 Mid 3 1 8 12
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 ◯ / ∞ ◯ / ∞ 4

A fast jab that can be used as a close-range check. It can be cancelled into Shin-ga A as a fast meterless punish from close range or linked into Rai-ga.

Cl. Kof.lk.png
Garou Gato cl.B.jpg
Damage Guard Startup Active Recovery Total
6 Mid 5 3 6 14
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 4

Slower than his cl.A and does less damage than his cl.C, typically not used.

Cl. Kof.sp.png
Garou Gato cl.C.jpg
Damage Guard Startup Active Recovery Total
10 Mid 5 4 14 23
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+3 +3 5

A good combo starter generally used to combo into Shin-ga C. Can be used from a jump-in to hit confirm into the move that way or feint cancelled on block to continue pressure. Does more damage than a single hit of cl.D but has more pushback, so it can be used over cl.D to maximize damage for certain punishes.

Cl. Kof.sk.png
Garou Gato cl.D.jpg
Damage Guard Startup Active Recovery Total
6, 6 Mid 3 1, «1», 6 10 21
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 3, 3

A very fast close heavy normal that has good frame advantage, an amazing hitbox, and hits twice. Can be used to confirm and link into his 0f super from both hits. Also links into cr.B. The hitbox of the move extends well in front and above Gato's head, making it a good anti-air against an opponent who tries to jump in from right above him or for hitting the opponent out of the air early in their jump (especially useful when going for his D throw). The move can also be used to beat guard cancel attempts against opponents who try to do so against the first hit. It is also often used to cancel into Fuu-ga D in close range as a punish.


Far Standing Normals

Far Kof.lp.png
Garou Gato s.A.jpg
Damage Guard Startup Active Recovery Total
5 Mid 3 3 11 17
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 ◯ / ∞ ◯ / ∞ 4

Used as a fast, higher-hitting check, in particular against forward dashes. Can also be used to combo into Shin-ga A or Rai-ga like cl.A (if close enough).

Far Kof.lk.png
Garou Gato s.B.jpg
Damage Guard Startup Active Recovery Total
7 Mid 6 3 15 24
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-3 -3 4

Has long reach but may feel somewhat awkward to use at first. If used after a cl.D, cr.B, or Rai-ga break, it will act as a frame trap (including against jumps). The move is unsafe on hit/block, but can be feint cancelled to make it safe or cancelled into a special move.

Far Kof.sp.png
Garou Gato s.C.jpg
Damage Guard Startup Active Recovery Total
14 Mid 10 4 21 35
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-4 -4 X X X 5

Another normal that may feel somewhat slow and awkward to use at first. Usually used as a mid-range attack as a counter-poke to beat the opponent's pokes/checks. Gato's hurtbox retracts, which can make it difficult for the opponent to convert into a combo even if they manage to land a hit. It also extends outside of the range of most of his other normals, so the opponent may not be wary of it, and can be hard to punish from max range as it is only slightly minus. The startup of the move can be cancelled by inputting 5C~D.

Far Kof.sk.png
Garou Gato s.D.jpg
Damage Guard Startup Active Recovery Total
14 Mid 13 3 19 35
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 X 5

Although not particularly unsafe, the move is slow and generally isn't used much. It can function as an anti-air if the opponent jumps away from Gato's D throw and/or if the opponent is outside of the range of cl.D. The move can be feint cancelled on block to make it safe. The startup of the move can be cancelled by inputting 5D~C.


Crouching Normals

Cr. Kof.lp.png
Garou Gato cr.A.jpg
Damage Guard Startup Active Recovery Total
4 Mid 4 3 6 13
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 ◯ / ∞ ◯ / ∞ 4

Similar in function to his cl.A and far st.A but with 1f slower startup, along with slightly less range and damage compared to far st.A. Offers more frame advantage than far st.A and can be used to better confirm and link into 0f super, but Gato usually has better options in that regard such as cl.D or cr.B.

Cr. Kof.lk.png
Garou Gato cr.B.jpg
Damage Guard Startup Active Recovery Total
6 Low 4 4 7 15
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 X X X 4

A low with amazing range. Used as a poke/check in neutral against dashes/runs (into standing jabs) and can also be used to target the landing recovery of whiffed jump normals. Can't be cancelled, but can be linked into 0f super as a confirm or punish, or into Rai-ga (mainly in the corner).

Cr. Kof.sp.png
Garou Gato cr.C.jpg
Damage Guard Startup Active Recovery Total
10 Mid 7 4 18 29
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 5

Similar in function to Gato's cl.C as a combo starter. Has slightly slower startup but slightly farther range than cl.C, which is a close proximity normal.

Cr. Kof.sk.png
Garou Gato cr.D.jpg
Damage Guard Startup Active Recovery Total
10 Low 8 3 28 39
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -10 X X X 5

A fairly unsafe sweep, generally not used much outside of specific situations, such as punishing landing recovery from max range.


Jumping Normals

Jump Kof.lp.png
Garou Gato j.A.jpg
Damage Guard Startup Active Recovery Total
5 High 4 10 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - 4

A fast horizontal-hitting jump normal with a lot of active frames that functions well as an air-to-air.

Jump Kof.lk.png
Garou Gato j.B.jpg
Damage Guard Startup Active Recovery Total
5 High 6 7 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - 4

Mainly used from a hop to combo into Rai-ga in close range. It has a long downward hitbox, so it can also be used to whiff punish (and combo into 0f super) from higher in the air. If done deep enough, the j.B can beat upper-body evasion attacks.

The normal can also be chained into j.A as an air target combo, making it very useful and a staple for Gato's jumps. Although the j.A will whiff on a crouching opponent, Gato will still be advantageous on block/hit from his j.B. It has fast startup, so it can be used as an air-to-air from a forward or neutral jump on reaction to the opponent's jump, and can beat air JD or non-invincible guard cancel attempts if the opponent only does so against the first hit of j.B.

Jump Kof.sp.png
Garou Gato j.C.jpg
Damage Guard Startup Active Recovery Total
10 High 7 6 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - 5

Used in air-to-air situations and as a check, usually from a neutral or back jump, to stop the opponent's forward advancing jump-ins or dashes on the ground. It has a good forward-extending hitbox that can beat a lot of other moves the opponent may try to stick out.

Jump Kof.sk.png
Garou Gato j.D.jpg
Damage Guard Startup Active Recovery Total
10 High 10 5 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - 5

Has a more downward-extending hitbox compared to j.C and is mainly used for hops. Good for countering the opponent's pokes and checks, such as their st.A, as it will go above them. It can still be evaded by upper-body evasion attacks, but is still useful for stopping dashes and runs in neutral. Very useful as a fast overhead from a hop to confirm into 0f super.


Command Normals

Sai Gaku
F.png+Kof.lp.png
Garou Gato 6A.jpg
Damage Guard Startup Active Recovery Total
10 Overhead 19 4 16 39
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 X X X 9

Can be used as a grounded overhead and confirmed into 0f super. However, it will not be a true combo/link into super (even though it's +1f on hit) unless it hits meaty, and will instead function as an unblockable setup that the opponent can potentially escape on reaction to being hit.

Muran Geri
F.png+Kof.lk.png
Garou Gato 6B.jpg
Damage Guard Startup Active Recovery Total
11 Mid 13 5 15 33
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 X X X 9

Can be used to move Gato forward and hit an opponent trying to jump out of Gato's pressure on the ground, particularly useful to keep the opponent in the corner. However, the move will whiff on a crouching opponent and can potentially be whiff punished that way, so it should be used with caution.

Kuuchuu Furi Muki
Jump Kof.sp.pngKof.sk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Gato turns around mid-air, which can make any of his jump normals function as a cross-up. Can only be done from a jump, not a hop.


Universal Moves

St. Kof.lp.pngKof.lk.png
Lower-body evasion attack
Garou Gato AB-1.jpg
Garou Gato AB-2.jpg
Damage Guard Startup Active Recovery Total
6, 6 Mid 8 1, «2», 3 19 32
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-3 +3 X X X 3, 3

Hits twice but is minus (and potentially unsafe) on hit. Not used much as you're better off going for a hop or jump to evade lows. It's also the only lower-body evasion attack in the game that isn't an overhead and one of the only ones that isn't airborne either.

Cr. Kof.lp.pngKof.lk.png
Upper-body evasion attack
Garou Gato 2AB-1.jpg
Damage Guard Startup Active Recovery Total
10 Mid 8 3 21 32
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 +1 X 6

A good upper-body evasion attack that functions well as an anti-air and is safe on block. You can safely buffer into a special move as it will only come out on hit. Usually cancelled into Shin-ga or Fuu-ga D > Sen-ga on hit.

1~7F of upper-body invincibility.

Mouko Kou Hazan (T.O.P. Attack)
Kof.sp.pngKof.sk.png
Garou Gato CD.jpg
Damage Guard Startup Active Recovery Total
17 (base damage) Mid 21 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -19 X X X 25

Fairly slow startup and can be quite unsafe. Not used much outside of very specific juggle situations midscreen or if the opponent is already close to being guard crushed (can be cancelled into from a heavy normal in that case).


Throws

Dai-en Shin
Close B.png/F.png+Kof.sp.png
Garou Gato Grab.jpg
Damage Guard Startup Active Recovery Total
14 Unblockable 1 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+41 - - - - -

Generally not used much over his D throw, but can set up a reverse guard situation in the corner and has a faster animation than his D throw if you need to deal damage right before the timer runs out at the end of a round.

Dan-zetsu Tai
Close B.png/F.png+Kof.sk.png
Garou Gato Grab.jpg
Damage Guard Startup Active Recovery Total
15 Unblockable 1 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+38 - - - - -

Gato's preferred throw. Deals one more point of damage than his C throw and gives better okizeme. If the throw "whiffs", a cl.D or far st.D will come out, which are very good for anti-airing an opponent who tries to jump to escape his throw.


Feints

F.png+Kof.lp.pngKof.sp.png
Forward Feint
Garou Gato ForwardTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 11
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Mimics the start of Shin-ga C (and to a lesser extent Shin-ga A and Rei-ga).

Generally not used over his down feint.

D.png+Kof.lp.pngKof.sp.png
Down Feint
Garou Gato DownTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 11
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Mimics the start of Rai-ga, looking like a break.

Gato's preferred feint to feint cancel with, as his hurtbox retracts farther back than his forward feint.


Special Moves

Shin-ga
Qcf.png + Kof.lp.png / Kof.sp.png
Qcf.png + Kof.lp.png Damage Guard Startup Active Recovery Total
10 Mid 7 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - - 5
--- F.pngF.png + Kof.lp.png
Totsu-ga
Damage Guard Startup Active Recovery Total
10 Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - - 3

Gato's "rekka". The A version is his standard meterless combo ender from a light normal midscreen. The first hit of the A version is only -1f on block, so it can be relatively safe factoring in the pushback of the move and used to confirm into the follow-up. Can be done immediately after his cl.D to act as a frame trap.

Qcf.png + Kof.sp.png Damage Guard Startup Active Recovery Total
12 Mid 16 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 - - - 6
--- F.pngF.png + Kof.sp.png
Totsu-ga
Damage Guard Startup Active Recovery Total
11 Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -11 - - - 3

The C version is Gato's standard meterless combo ender from a heavy normal midscreen. It does more damage and travels farther than the A version, however, the first hit is -5f on block and can be potentially punished if not confirmed into. Can be cancelled into from a light normal like far st.B to act as a frame trap, although it shares the same risk of being minus on block.

Rai-ga
Dp.png + Kof.lk.png / Kof.sk.png
Dp.png + Kof.lk.png Damage Guard Startup Active Recovery Total
5, 4x4 Mid 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -37 - - - 2x5

Gato's DP that does not have any invincibility frames but has fast startup. Consequently, it is not used as a reversal or anti-air, but rather as a combo tool. The B version (non-break) can be used to end juggle combos in the corner and then comboed into Rei-ga as Gato will land before the opponent.

Dp.png + Kof.lk.png Break Damage Guard Startup Active Recovery Total
5 Mid 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +6 - - - 2

The B version break has a better hitbox than the D version break, so it's the preferred break move. It's used to start juggle combos, particularly in the corner, where Gato can go for his Sen-ga loop. The move has good frame advantage on block, so it's also a safe way to pressure.

Dp.png + Kof.sk.png Damage Guard Startup Active Recovery Total
5, 4x4, 7 Mid 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -38 - - - 3, 2x4, 3

The D version performs an extra hit that knocks the opponent to the ground. It's used as a combo ender for juggle combos midscreen or meterless in the corner.

Dp.png + Kof.sk.png Break Damage Guard Startup Active Recovery Total
5 Mid 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +6 - - - 3

Generally not used over the B version break.

Fuu-ga
Qcb.png + Kof.lk.png / Kof.sk.png
Qcb.png + Kof.lk.png Damage Guard Startup Active Recovery Total
10 Mid 6 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-11 -11 - - - 7
Qcb.png + Kof.sk.png Damage Guard Startup Active Recovery Total
10 Mid 7 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -19 - - - 8

Gato's "stomp" or "demon flip". The B version has slightly faster startup but does not launch, whereas the D version launches the opponent into the air, allowing for a juggle. Gato will also flip higher and farther into the air with the D version if a follow-up is not inputted sooner. The move has four different follow-ups based on the attack button you press after the special move command. If you do not press a button, Gato will land on the ground and will be left in a slight state of recovery.

--- Kof.lp.png
Kou-ga
Damage Guard Startup Active Recovery Total
15 Mid 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - 7

A grounded fireball that becomes fixed in place depending on the height at which Gato does it. Useful as a meaty due to its large amount of active frames, especially in the corner. It can also be used at the end of blockstrings to function as a frame trap or as a zoning/counter-zoning tool, but can be fairly risky if the opponent jumps over the fireball.

Gato has a special meter-building technique called the "stomp cancel". By inputting Kou-ga right as he's about to leave the ground from his Fuu-ga (i.e. 214B~A), he is able to cancel out of Fuu-ga without having Kou-ga come out, and build meter from both cancelled moves. This is the optimal way to build meter with Gato, however the timing is quite strict as it's a one-frame window (a just frame).

--- Kof.lk.png
Sen-ga
Damage Guard Startup Active Recovery Total
12 Mid 4 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD - - - - 7

An upward kick that launches the opponent. An "instant" Sen-ga can be performed by inputting it quickly after the special move command of the B version of Fuu-ga (i.e. 214B~B), allowing Gato to do it low to the ground and loop multiple of them in a corner juggle combo. The move can also be done after the D version of Fuu-ga to fully launch the opponent into the air and combo into Rei-ga or Rai-ga, which is typically done as an anti-air guard cancel or as a punish.

--- Kof.sp.png
Kyuu-ga
Damage Guard Startup Active Recovery Total
13 Overhead 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - 7

A downward kick that hits overhead. Like Sen-ga, an "instant" version of Kyuu-ga can be performed in the same way from the B version of Fuu-ga (i.e. 214B~C), which functions as an instant overhead from close range, and can be used to link into Rei-ga or Rai-ga in the corner. Although not used as much, if done from the D version of Fuu-ga, it will first launch the opponent then hit them in the air for an air reset, which can serve as an unblockable setup for Rei-ga.

--- Kof.sk.png
Katsu-ga
Damage Guard Startup Active Recovery Total
15 Low 7 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - - 7

A sliding kick that hits low. This move can be used as a mixup between Kyuu-ga, but is fairly unsafe on block, so it's generally not used. Can potentially be used to catch an opponent off guard, such as at the end of the round when the timer is about to run out, as a last ditch attack.

Houzan Sai Heki-ga
Charge D.png~U.png + Kof.sp.png
Damage Guard Startup Active Recovery Total
20 Mid 5 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -6 - - - 8

Gato's counter move that only works against mid/high attacks and is vulnerable to lows. Gato can convert into Rei-ga if he manages to successfully land the counter. However, the startup is relatively slow for a counter and it leaves Gato in a long animation and recovery state if it whiffs. Like other counter moves in the game, it's considered high risk and typically isn't used.

6~15F of upper-body counter state, after counter is initiated the startup is 8F.


Super Moves

Rei-ga
Qcf.pngQcf.png + Kof.lp.png / Kof.sp.png
Qcf.pngQcf.png + Kof.lp.png Damage Guard Startup Active Recovery Total
10, 28 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - - 15
Qcf.pngQcf.png + Kof.sp.png Damage Guard Startup Active Recovery Total
10, 20, 25 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -8 - - - 30

The character-defining super, also known as Zero Kiba ("Zero Fang"). The move has 0F startup and travels a lengthy distance, allowing it to be used as a hit confirm that links from almost anything that's plus on hit, and to punish any unsafe move within mid-range distance. It can also be used to end juggle combos, both midscreen and in the corner. Ideally, you would want to have at least an S-Power stocked whenever possible, so Gato remains a threat in neutral. The C version does slightly more damage than the A version and is typically only used when you need the extra damage for the kill.

C version has 1F of full-body invincibility.

Ryuu-ga
Qcf.pngQcf.png + Kof.lk.png / Kof.sk.png
Qcf.pngQcf.png + Kof.lk.png Damage Guard Startup Active Recovery Total
7, 6x6 Mid 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -55 - - - 10, 2x6
Qcf.pngQcf.png + Kof.sk.png Damage Guard Startup Active Recovery Total
7x9 Mid 3 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -79 - - - 10, 8x8

This super is generally used as a combo ender for corner juggle combos. It does more damage if you end your combo with an additional Sen-ga into Ryuu-ga than it does to end with Rai-ga B into Rei-ga. It also leaves you closer to the opponent for better okizeme than Rei-ga. The move has a decent amount of invincibility, but is extremely unsafe on block or whiff, making it very risky as a reversal or anti-air in most situations, so it generally isn't used in that regard unless out of desperation. Like with Rei-ga, the D version does slightly more damage than the B version and is typically only used when you need the extra damage for the kill.

B version has 1~10F of full-body invincibility, and the last 3F of landing recovery has full-body invincibility.

D version has 1~12F of full-body invincibility, and the last 3F of landing recovery has full-body invincibility.

Tenryuu Retsu-ga
Hidden Super
Dp.png + Kof.lp.pngKof.lk.png (perform 3x)
Dp.png + Kof.lp.pngKof.lk.png Damage Guard Startup Active Recovery Total
14 Mid 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-9 -9 - - - 10
--- Dp.png + Kof.lp.pngKof.lk.png Damage Guard Startup Active Recovery Total
17 Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-14 -14 - - - 20
--- --- Dp.png + Kof.lp.pngKof.lk.png Damage Guard Startup Active Recovery Total
32 Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -21 - - - 20

Gato's hidden super that requires P-Power (2 gauges) to be used. Consists of a sequence of moves that you can input up to three times like a rekka. Generally not too practical outside of his combos with his other supers. However, the super does a lot of guard crush damage (50 total), so it can be used against an opponent who is low on life and is close to being guard crushed, for the kill.


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