Damnit Steb I thought I pretty much had Zero down on combos but you had to come up with these combos that include dante assist so now I gotta learn these too. EFF YOUUUUUU and thank you too! =P
Hey now give some credit to the person who originally posted the combo ^^
Steb just added 2 extra Raikousens… but I will admit that is pretty awesome and I wouldn’t have thought of it.
Incidentally, this video shows how to do the advanced BnB combo anywhere on screen:
[media=youtube]HG5FErPXVBY[/media]
And this one shows a 100% meterless combo on Sentinel using level 1 X-Factor:
[media=youtube]0TNKtMriqZw[/media]
Hey thanks go to anyone that have contributed. I would of loved to have contributed my Sentinel loop into 100% but someone posted it before me and I don’t have normal means to record footage anyway. ^^;
Maybe I’ll try to make a video showing the damage you can get off a full screen lvl3 buster. We’ll see.
Thanks for all your help guys. I’m really appreciated.
I’ve got a very similar one down off an instant overhead as combo 6 if you want to see a neat setup for it from a few weeks back.
CR. :l: (hold :l:), CR. , CR. :h: , :f: + :h: (release :l:, hold :h:), ST. :l: (release :h:, hold :l:), ST.
, ST. :h: (3 HITS), :f: + :h: (3 HITS), :s: > super jump, AIR
, AIR
, RELEASE :l: , :dp: + :l: , LAND, :s: > super jump, AIR
, AIR
, :h: (3 HITS), :s: , LAND, :qcf: + :atk: :atk: (REKKOHA), XFACTOR CANCEL , :dp: + :atk: :atk: (GENMU ZERO). Damage = 1,081,600
Can someone pleeeeassee do this combo and record it so i can have something to look at to know what to aim for It’s already hard enough holding L then switching to H constantly AND keeping your timing on point. I have pulled off Dante combos that had way more inputs but this one and the button switching is nuts o.o! But zero is my main so I wanna perfect him.
tl:dr - please do this combo and record it, youtube it.
2min49sec in, the exact combo you’re asking about actually. [media=youtube]XP8O85GPNgw[/media]
I just combined my old ender (j.S, lightning, j.lvl3 shot, j.a teleport, super) with your launch + dive. So yes, credits to you.
Any 4 hit juggle can do 3 reps. But I’m trying to add the higher damaging moves midscreen like S, j.S, dives, lvl3 shots.
And if for whatever reason the next time we meet there is a Wii, we can have that rematch, LOL.
well I do it by press L as soon as zero turns his head and finishes the 360 degree spin animation that ->H. if you pay attention to what zero does you could easily get to 100% execution
Wow. Probably’ll be a lot easier to do on a dummy in Training mode, thanks though gonna go practice it!
Funny thing is they actually have this combo in the Guide of the book that was released and they have it as his most powerful combo.
Well I’m sure the guys that made the guide, Campbell Tran aka Buktooth and Adam Deats(local austin player) could of come up with the same things we are now. But we’re devoting a month of time nearly to ONE character while they’re trying to find combos for all 36 and to smash it into one book. I mean they did find the infinite with X-23 and Jill as well.
Btw, the hardest part about that combo to me was getting the rhythm down for charging the buster shot while doing the ground loop. Everything else is cake with practice.
I’d like to point out at least with a lvl 1 xfc that using genma zero only adds 100K dmg. You get 950K if you do Beam XFC Beam an 1.15Mil if you do beam xfc genma. When using lvl 3 xfc the dmg difference is even smaller.
In certain situations I’d say not to use 2 extra bars for a H worth of dmg (like if you know the dmg will kill them for sure and you still have one char on their team to deal with)
Also I’ve recently found out if DHC to zero IMMEDIATLY after the last hit of Sentinel’s orb super rekkoha combos.
My usual sent combo (in the corner)
cM/S/H/fly/L/H/unfly/M/double jump/M/H/S/QCF L/Hyper sent force/Orb super/dhc to rekkoha. Does 1.1 mil cost’s 3 bars builds 1 bar (net of 2 bar cost). Nice because it gets zero safe with opponent in the corner. This is against people who like to snap Sent in when playing against Zero/Sent players.
This combo can be made more dmging and more meter costly if after the hyper sent force you do->S/M/hard drive/orb super/dhc to rekkoha. But that one is for stlying because 1.1 mil kills almost everyone at full health.
Man I knew I wasn’t crazy, I was able to DHC from orb super to Rekkoha ONE time and I wasn’t paying attention to the timing to do it. Thanks for the insight. Also, I gotta try that fly/unfly combo with Sent, tired of the J.Mx2 > J.H > Fly > J.Lx2 > J.Mx2 > J.H > J.S from trial mode.
I’m new to this game and I have interest in Zero. Can someone list for me the absolute easiest bnbs Zero has? I’d like to start by memorizing that and then progress from there.
Well the absolutely most basic one is:
s.:l:>s.>s:h: (all hits)>6:h: (all hits)>:s:>j.
>j.
>j.:h: (all hits)>j:s:> “land” > Rekkouka (qcf super) OTG
I’m having the same problem. How did you fix this? not sure if I understand what you mean. or if someone can elaborate.
I have a quick stupid question for the combo pros like AvariceX or Destin.
It’s about the magic series loop. I may be blind but i see c.:l:c.c.:h: :f::h: ; :l:
:h::f::h: x2 :s: to start the most damaging ones. Why aren’t you doing c.:l:c.
c.:h: :f::h: ; :l: c.
c.:h::f::h: x2 instead ?
As far as i can tell, it works on the few character i tested it and it eliminate the doubt about :h: 3 hits that may affect hit-stun scaling whithout having to only do one hit of the :h: and thus diminishing the damage. (another good thing is that there’s only one timing for the loop, if you have poor execution it’s actually a good thing).
So, was it because it doesn’t work on anybody except the 3 characters i tryied it against or is there another reason i missed ?
By the way, it’s also more powerful, something like 1200 more damage (check on a loop starting by :l: and not crounching attacks, anyway, that’s not really important ^^; )
s.L does more dmg than c.L. c.M does more dmg than s.L, not sure if it works on everyone.
you use s.H to position better, stopping at whatever hits do generate whatever result you want, depending on the character. also gives you more time to charge up.
the optimal ground loop dmg wise is something like
5L>2m>2h>6h>5L>2m>2h>6h>5L>2m>5h>6h
i omit the last 6h usually, for more consistent results in general
so i finally went to a friend’s house to record some simple combos on sentinel,if you change j. j:h: j.:s: at the start you can do all of them on other characters
no xfactor wesker assist 615.400
[media=youtube]T3cFyTElYZQ[/media]
xfactor lvl 1 wesker and hsien-ko assist 1.334.800
[media=youtube]GqPAEXCApFY[/media]
xfactor lvl 2 wesker assist 1.359.300
[media=youtube]-2K_erA3L0U[/media]
xfactor lvl 2 no assist 1.302.500
[media=youtube]8UMV4JLrOjw[/media]
xfactor lvl 3 no assist 1.622.100
[media=youtube]2IjzcoEgL6c[/media]
i messed up some combos at the start because i was a bit tired,
The only reason I use the standing over the ducking H is if I need more time to charge my buster, or I think it would look cool. They both have differences to the height of the opponent as well, which can be important.
I am pretty sure multihit moves hit stun scale at the same rate as single hit moves (for the most part, how hit stun realllly works is still a mystery). The problem is multi hit moves reduce damage by a larger amount.