If you’re too lazy to charge while doing your air combos (like me), and using Dante’s Jam Session, you can do your relaunch with either charge shot or the other assist, then OTG with Jam Session and cancel the ground recovery of Sentsuizan into Rekkoha and it will link after the Jam Session, no matter how bad hit stun decay gets. I’m sure you could do the same with some other long, multi-hitting moves.
Dude nice doom zero combo very cool.
Why am I dropping the third interval in the l c.m c.h f.h, l m h f.h, l m h f.h combo? Is the l at the beginning a link? Or should I just mash it out, it seems like the third never connects
I think, you need to do it a little fastier than the previous one… Try to do it, a bit quicker than you think it´s need to be done… It always work for me…
Anyone else have trouble comboing with Zero in Lvl 3 XF? How do you guys manage it?
I’d go on training now to mess about but I have this goddamned assignment due :bluu:
I keep it real simple when i combo into lvl3
:l::h::f::h: >XF > :l:
:h::f::h: > lvl3
or just :l::h::f::h: > lvl3
Deadpool katana-rama hits otg
It’s kind of tight timing, but you can do a multi-hitting projectile assist relaunch midscreen by doing a TK Hienkyaku followed by
Sentsuizan. Unfortunately, it lands you almost directly on top of them, so it can be hard to determine which direction to do the Sentsuizan, and if you cross up with it, you have to jump straight up to continue the combo. Against someone that you don’t cross up, like Sentinel, you can take them corner to corner by doing it twice. With Taskmaster and Dante alpha assists, I was able to do
:l::h::f::h::s: j.
:h::s: land, call Taskmaster, :qcb::ub:
:qcf:
:s:, j.
:h::s: land, call Dante, j. :qcf::h:, Rekkoha
for 591,300 damage on Sentinel, taking him from corner to corner. You can, of course, start the combo with the normal :l::d::h:(:f::h::l:
:h:)x2, and throw charge shots in at the appropriate places. You could actually do TK Hienkyaku, Sentsuizan while you are in the corner already if you want to be on the opposite side of your opponent when you land, for a mix up or if there is some special way you need to juggle them.
i’m trying to land this combo [media=youtube]btF4JGGwmDc[/media]
but i can’t land :h::s: when i launch after raikousen, any idea why?
Alright, i apologize in advance if this was posted already, I’m a Zero noob… But after seeing Marn and his (someone elses?) loop. I decided to take it and try to optimize the damage with out any assist. Not everyone puts Zero on point unfortunately to benefit from having assists like Dante, etc. Good news is no charge switching.
j.:s:, land, :d::d::h::s: j.
:h:
, land j.
:h:, land, j.
:h:, land, j.
xx Buster, :h: Raikousen, land, :s: j.
:h::s:, land, :qcf: :atk::atk:
Max Damage: 710,800
Hits: 67
Without j.:s::
Max Damage: 668,000
Hits: 66
Builds about 1.5 meter. Tested on sentinel, amaterasu, Zero, VJoe. Definitely easier against the medium sized chars. Can be done anywhere, against large chars like Sentinel you can go from corner to corner and retain max damage. For most of the cast max damage can be done within 3/4 of stage towards the corner.
edit: Will post notes on how to charge and make the combo consistent in a bit.
From my experience if you relaunch too low to the ground the enemy will tech before H hits, no idea why.
[media=youtube]vi3siBI9AfI&feature=player_embedded[/media]
Has anyone seen this yet, mind putting the notations up?
Yes, thank you for the video do.
I made a video on a mini-tutorial guide for Zero which you can find in the KefPringlez account on youtube. The video is called the DarkDeath loop.
is there a way to start without using special or does that allow for more untechable time during the combo?
As an alternative to doing :d::l::d::d::h::f::h::l:
:h::f::h::l:
:h::f::h: at the start of a combo, it might be better to use :d::l::d:
:f::h::l:
:d::h::f::h::l:
:h::f::h:. It doesn’t have as many issues with characters switching sides because it only has the loop once, takes them roughly the same distance, and has less hit stun decay. It loses 30,300 damage, though, but does 20,300 more than a single loop.
:d::l::d::f::h::l:
:d::h::f::h::l:
:h::f::h::s:sj.
Charge Shot:l:Raikousen:s:sj.
:h::s:j.:h:Sentsuizen, Jam Session, Rekkoha does 619,000 damage, for example.
EDIT: One loop has 5 frames of hit stun decay post launch, 2 has 9, and the combo starter I listed has 6, so I’d consider that a good trade off of damage to hit stun decay.
You can start it off of just a straight Light hit but you get fewer reps of the loop. Its the Loop Marn likes to use to charge Buster since it doesn’t require Button Switching at all. Heres the videos notation:
:s: j. j.
j.:h: (3 Hits) j.
Land j.
j.
j.:h: (3 Hits) Land j.
j.
j.:h: (3 Hits) Land j.
j.
j.:h: (3 Hits) Land :h: (1 Hit) :s: j.
j.
j.:h: j.:s: :qcf::atk::atk:
Requires no Lights so once you hit the S to Launch them, you can just hold Light and you’ll have a full charge by the end of the Loop and go into :s: j. j.
lvl3 Buster j.:qcf::h: Land :qcf::atk::atk: Buster lets you link a Dive after assuming you’re in the corner. For midscreen though, you’d wanna use Buster>:l: Air Hienkyaku>:l: Hienkyaku>Rekkoha as you’re ender. I doubt you’d be able to hit a Raikousen ender given all the hit stun scaling from the loop.
There’s no point of doing 5C or 6C ever anymore.
That shit just prorates everything.
[media=youtube]sR13img_UMk[/media]
made a new vid
???
- You used 6C three times in the first combo
- Those are XFactor combos, you’re not always in XFactor, so being able to do something in XFactor doesn’t mean you shouldn’t ever do something else. Second combo was cool though
- I’ve tested and in combos outside of XFactor 5C will do more damage in the end than 2C, even with the damage scaling. I have however been using 2C anyway because the damage loss is minimal and the reduced hitstun scaling makes finishing the combo a little more lenient.
edit: Actually I may stand corrected on #3. Did c.H always do more unscaled damage than s.H (3 hits), or is that new in the patch?
I thought the general rule was that
less hits, more damage
I think 5c is supposed to do 25,000 x3 damage. But since there is damage scaling, it does 25,000 21,200, and then 18,000 on the last hit (total 64,200)
2c does 1 flat hit of 70,000
also new combo
[media=youtube]_oZq1fl-Ehk[/media]
5c has better minimum damage, so 2c>2c>5c is best route because by the last 5c minimum damage has set in