You can extend the end of the meterless combo in my video with 5S jump cancelled into Ryuuenjin. Trying to do a more damaging zero combo ender, something like triple/quadruple raikousen.
I’d actually LOVE to see how many times we could fit raikousen into a combo. I love that move, looks so flashy.
My execution isn’t good enough to do it super low to the ground over and over but I feel like during sougenmou when the opponent is air borne you could keep doing raikosen over and over. Maybe someone with better execution can try it?
The only other assist I was able to do double raikousen assist extender is with Chun’s lightning kicks.
I did a quadruple raikousen extender with Dante’s jam session and Chun’s lighting kicks starting with a basic air combo instead of a full combo, but it should still work with a full combo since the hit stun of all the moves involved are fixed.
im not sure if you guys have a solution to this problem (or experience it as often as me)
but getting launcher state during multi hit moves (mainly dante jam session/rekkoha) can be inconsistent, so i’d only do these combos if you’re confident in your luck if you want rekkoha ender (or reset), or if you want meterless ender.
by inconsistent, i mean that the last divekick won’t knock them down for some reason, even if you started with 5s.]
anyway, does anyone have a consistent solution for midscreen j.MMH>j.M>j.MMH?
How long did it take you guys to learn his ground loop that requires button hold switching? I’m trying to level up my Zero instead of Tron and Sent but these combos are looking really difficult for me to learn. I think my team would be so much scarier if I learned these combos but this is looking pretty hopeless. Especially since this is his BnB.
Damn nice 5x Raikosen combos. Also great dante x zero stuff, I’ma steal that since I’ve got both of them on my team.
Another assist you can get 2 raikosen’s off of is wesker’s otg shot. Just call him, jump up, raikosen, wesker picks them up off the ground and then the lightning hits. Probably works with all the OTG assists.
Anyways, I’m working on some air to ground combos and found a way to cancel zero’s sj.C into his charge shot by canceling into sj.S and kara canceling by releasing immediately after hitting S. It’s made the difference when I’m just barely shy of a full charge in an air combo… I’m in class so I can’t test this but when I get home I’ll see if I can kara cancel his sj.S into anything else…
[media=youtube]cKKBvrrzGC0[/media] started using this instead of doing straight rekkoha actually does more damage then with out doing rekkoha at the end so if u got execution this can be really useful but so far i can only do it in the corner
I’m looking to rock Zero/Storm and discovered that it’s not terribly hard to do a 100% combo that starts with Zero, exchanges to Storm, and then glitch-DHCs back to Zero for Sogenmu for the D-Loop…provided that I’ve cornered the other guy.
However, I want to be able to kill anywhere with something like this. Are there good Sogenmu combos that start with a twirling opponent away from the corner?
The most consistent way of doing the loop anywhere is by starting with :l::d::h::s:. It requires a bit of timing (keeping the opponent at your height or a little lower, also ever so slightly different for each character) but this is the most consistent way I’ve been able to get that loop. The timing for the first :h: is albeit slow and the first done a split second after the :s: launcher.