Your problem is that for the sword dive to cause a knockdown, you must have started a launcher combo. After the magneto assist, you go straight into charge shot lightning dive etc, but that won’t knock them down because it’s not a launcher combo.
The best way you can end it with Magneto is instead of doing a lightning dive, just do mag assist, jump charge shot, L teleport back to the ground, rekkoha. If you want to do more, you need an assist that keeps them in place longer, like chun li legs, dante jam session, or doom rocks.
not really sure how i pulled it off, but i think i did 5s>j.MMHS>M dive kick and the dive kick did a hard, flying screen esque knockdown. will mess around later in training mode
chargebusterL MMH shippuga S > MM Sentsuizan(DiveKick) assist(Akuma Tatsu, most work) j. releasebuster cancel into l.raikousen > s j. m m h s > rekkoha.
Looked into it, appears to be something that only occurs when you do a Team Aerial Combo into Zero. After the :s: knocks them down, there is a short window where if you connect a Dive, it replicates the Hard Knockdown you would get for using it as your air combo ender. From the looks of it, its mainly to allow Zero to end on Rekkoha as in most cases, he wouldn’t be able to do that cause hes so high and Rekkoha is so slow. By hitting the :s: for knockdown and then getting that 2nd knockdown from the dive means you can end the combo on Rekkoha instead of some half assed ender.
Hey, Zeromustlive. I was toying with this even more and found out you can probably get to 775-816k with your dudes in your combo. Start it off with a H Setsuizan.
With my guys I can get 785-816k if I start it with a Setsuizan and then basically do your combo (crouching for every standing B shot).
It’s hard to do online, but that much damage with one hyper bar from Zero with the freedom to DHC afterwards is ridiculous.
Thanks again, this is still my favorite Zero combo, mainly because you can do it coming OUT of a corner and make it completely to the other corner pre-hypers lol.
Im having problems with being consistent w/ this combo. My issue is on the second relaunch into air:m::h::s:, problem is sometimes the :h: doesnt hit fully and thus i miss the air:s:. Its as if the oppenent is teching out of the combo sometimes while being hit by the air:h:. Weird thing is it just seems to happen at random which makes it hard for me to pinpoint my issue. Anyone have some tips?
pretty sure everyone has their own version of this combo. but here goes. i use zero/im/taskmaster. it works anywhere on the screen and goes corner to corner pretty much. l,m,h(3hits)call task on finalhit, 6h(arrows hit)2h,S,(jump) m, m, h, m, (land)(jump)m, m, release shot, dp+a, hold a, S, m, m, h, s, call iron man(repulsor) otg dive, walk back, release shot, rekkhoa. does around 720k builds 1 and 3/4ths bar. If task is second i can dhc for up arrows but usually just leave zero in and go for a mix up since they air recover.
If you use c.:l: instead of standing :l:, it turns into a 2 Frame Link instead. But its certainly nice to have in mind for hit confirming purposes. Also if they block Shippuga and you continue into c.:l: its an airtight blockstring.
There’s no way this is one frame, I can’t confirm this since I don’t have access to frame data, but I know what one framers feel like from SFIV and this doesn’t feel like one.
Well got my hands on the “bible” today and if i read the numbers right it is 1 frame.
:f::h: is +5 on hit
:l: is 5 frame startup
I knew i wasn’t crazy. 1 framers are impossible for me without a plink. i guess something about it is forgiving to you guys. i can sometimes double tap :l: and get the 9th hit at the start of the loop but cant chain for some reason right after.
EDIT: also it claims :f::h: is “easier” to link :l: after if the opponent is airborne like after using :d::h:
With school and all I haven’t had much time to get on as much but I’m glad my combo helped you guys. Let’s continue to find things for our favorite maverick hunter!
This was an issue for me for a while too, you just have to practice it - change up the timing of the relaunch and the j. until it works. It’s a little different by character, but basically you want to do the relaunch with your opponent as low to the ground as possible but still high enough that you won’t cross over them in the air, and you want to do the the j. as early as possible but late enough that the j.:h: doesn’t whiff any of its hits. Cancelling the j.:h: after the 2nd hit into j.:s: also reduces the change of them teching out significantly.
Also I haven’t really posted this yet, but the ideal version of this combo (highest damage) without Dante assist (but with any other assist that works) is:
However that version only works on Sentinel, probably Hulk, and maybe a few oddities like Morrigan. The ideal version of the combo on most other characters then becomes:
:l: c. c.:h: :f::h: (3 hits) :l: c.:h: :f::h: (3 hits) :l: :h: (3 hits) :f::h: (3 hits) :s: j. Release Buster :dp::l: :s: j.:h::s: :a1: :qcf::uf::h: :s: jc Release Buster :qcf::h: :qcf::atk::atk:
With Dante assist the end of the combo starting from the :a1: call becomes:
:a1: :qcf::uf::h: :s: jc :dp::l: jump, Release Buster :dp::l: :qcf::uf::h: :qcf::atk::atk:
(credit to Steb for finding the Dante assist finisher)
Can anyone offer advice on how to consistently hit Sentsuizan midscreen? Often I’ll dash, do the motion, then I’ll get TK H Raikousen leaving me completely vulnerable
Also, I was thinking, Buster into Raikousen combos are sick looking, and useful for damage, but unreliable outside of a corner. For consistency reasons, I think it’s better to go with the midscreen BnB that marn uses
Ground string with charge > S > j.M > j.M > Lvl 3 Buster > L Hienkyaku (qcb+L) > Dash > S > j.M > j.M > j.H > j.S > Whatever
I only suggest switching to this midscreen combo if you have trouble getting any decent followups after you hit Raikousen at midscreen after a Buster. If you can do that cross under trick after a launch to take someone back to the corner, then don’t worry
Pay attention to complete the motion (you get the Raikouse because you stop the motion with the stick in the corner of the restrictor) and dash with two attacks, not with :f::f:
You can reach the corner from almost any point on the screen with the combo buster - Raikousen :l: if you used the ground juggle loop against a character on which the loop doesn’t cause a side switch.
People keep posting strange combos, I think you only need to be consistent in two (not so easy) combos:
> Ground juggle loop - buster - Raikousen - relaunch - air string - Rekkoha (DHC)
It gets harder against players who keep jumping because Zero is not Wolverine, only against an opponent which is airborne when you hit him it’s useful the normal loop: JUMP :h: LAND JUMP :h: … bustershot - Rekkoha (or follow up).
I’ve found that jMMH loops have two mains uses: catching people in the air as stated above, and getting a full buster relaunch off a hit confirmed 5C/6C to give you enough time to charge if you haven’t already. In all other situations the full …2C6C… into link ground string appears preferable. The distinction is important because I’ve found myself poking more and more with 5C which doesn’t lead to 2C without assist/Soungemu/XFC.
If you can confirm a 5C poke right, you can actually get one rep of the ground loop. I tested it out to see what you could get and its not bad given the circumstances. 5C>6C>5A>5B>2C>6C etc gives you about 550,000 Damage.
Although I’ve noticed that the j.MMH loop ends up doing more damage in the end than the ground loop and its a hell of a lot easier. But I don’t use either of them since I use my assists for combos so its a moot point for me.