While on the ground
An overhead attack.
This move can open up an opponent when they're crouch blocking.
Holding the button will strengthen the attack.
Homing jump
When Dust Attack (Hold) hits
You can chase after the opponent and follow up with an attack.
Pressing the attack button you used again will perform a unique finisher.
Sweep
+
While on the ground
A low attack.
This move can open up an opponent when they're stand blocking.
Gatling Combination
AIR OK
Attack buttons in a specific order
Air OK
You can perform a combo by using normal attacks in a certain order.
Throw
AIR OK
or+
Air OK
A move that has a very short range, but cannot be blocked.
You can't block an opponent while they are blocking an attack.
You can escape throws by inputting the throw command the instant you are thrown.
Stand blocking
While on the ground
Blocking while standing allows you to block the opponent's overhead attacks.
However, stand blocking cannot defend against low attacks or throws.
Crouch Blocking
While on the ground
Blocking while crouching allows you to block the opponent's low attacks.
However, crouch blocking cannot defend against overhead attacks or throws.
Air Blocking
AIR ONLY
or
Air only
In mid-air
Air blocking allows you to block all attacks except for throws.
Instant Block
AIR OK
or
Air OK
Right as the attack connects
Your character will flash white when you successfully Instant Block.
Instant Block gains more Tension Gauge than regular blocking, and you will not be knocked away from the opponent.
Faultless Defense
AIR OK
or+Hold 2 attack buttons except
Air OK
A more powerful way of blocking that consumes Tension Gauge.
Faultless Defense pushes the opponent farther away than regular blocking.
Roman Cancel
AIR OK
Press 3 attack buttons except
Air OK
Consumes 50% of your Tension Gauge.
Its function changes depending on what your character is doing when you use it.
Psych Burst
AIR OK
+Any attack button
Air OK
Consumes the entire Burst Gauge.
It can be used when blocking or taking damage as well, but its properties will change.
Command Normals
Command Normal 1
+
An attack with upper body invincibility.
It's a good way to stop the opponent's jump-ins as it works well against aerial attacks.
Command Normal 2
+
An overhead attack.
Though its startup is slow, this move can be canceled into any special attack.
This move can't be blocked while crouching.
Command Normal 3
+
Zato leaps up, performing a surprise attack from above.
It can evade the opponent's pokes by leaping over them.
Although it isn't an overhead, it can be canceled into an aerial special move as Zato is mid-air.
Special Attacks
Flight
Dash in any direction in the air
Zato moves quickly in a given direction.
For a period of time, Zato can move with a degree of freedom in the air.
Summon Eddie
+
Summons Zato's alter ego, Eddie.
Eddie can be controlled along with Zato, and he performs a different move for each attack button.
While summoned, Eddie can be returned to the shadows with the same command.
Eddie disappears when either Zato or Eddie takes damage, or when Eddie Life Gauge reaches zero.
"Pierce"
+
Eddie lunges forward, attacking twice.
It has a fast startup and works well as a poke.
"That's A Lot!"
+
Eddie creates a large number of drills.
It has multiple hits, keeping the opponent locked down on both block and hit.
"Leap"
+
Eddie leaps, performing an attack.
Its wide range makes this a good choice against airborne opponents.
As it knocks the opponent upward, it can be followed up with a combo even when hit at mid-range.
"Oppose"
+
Eddie performs a slow, multi-hit attack.
Eddie can withstand the enemy attacks until the attack comes out.
This will not cause Eddie to disappear, so this move can be used as a shield.
However, Eddie is unable to block Overdrive moves with this move.
Invite Hell
+
An attack that creates a drill at a distance.
It knocks the opponent down on hit.
It has a fast recovery, and works well as a poke at mid-range.
Break the Law
HOLD OK
+
Hold OK
Zato hides himself in the shadows.
Holding down the button can increase the time hidden to an extent, but increases the recovery when re-appearing.
While hidden, you can move left and right, remaining invincible.
You can pass through to the other side of the enemy.
Damned Fang
+
An extremely damaging command grab.
Although it can't be blocked, it will whiff unless you are very close to the opponent.
Whiffing it leaves you wide open.
Drunkard Shade
+
An attack that reflects the opponent's projectiles.
When used in proximity to Eddie, he can be moved far away in an instant.
Overdrives
Amorphous
+
A powerful attack where the shadows extend to the opponent, attacking them.
It's very difficult for the opponent to jump over the shadows.
It will also cause an Area Shift on hit in the corner.
Sun Void
AIR OK
+
Air OK
Eddie transforms into a sword, flying at the opponent as a projectile.
It tracks to the location of the opponent when the move is performed.
As Eddie reverts to his original form where the sword lands, you can create a dual offensive with Zato.
This move can be used even when Eddie is unavailable, and using this move will fully recover the Eddie Life Gauge.
It will also cause an Area Shift on hit in the corner.