Try to cancel the :h: into :f::h: at the first hit both times (there’s plenty of time to charge the buster) and add another before the buster release.
The damage will not disappoint you at all.
Try to cancel the :h: into :f::h: at the first hit both times (there’s plenty of time to charge the buster) and add another before the buster release.
The damage will not disappoint you at all.
i still don’t think there is a 100% answer to getting TK dive kick to knock down 100% if you launch during multi hit assist.
anywhere, make sure you’re doing 5s>TK L raik>buster>L raik>M/H dive kick. if you don’t do the 5s it won’t knockdown, but even if you do it might not knockdown randomly anyway, even if you jump asap after 5s and shoot asap after L raik
The answer is either one of two things.
Zero must become airborne immediately after standing S hits, before the next hit of a multi hitting assist hits the opponent. Not hard, just hold up when pressing S. (I think this is the reason)
The TK dive meant to knock down the opponent can not be done at the lowest possible height, and must be slightly delayed to have Zero slightly higher in the air. (Just a hunch, not sure if this is the answer)
Either way, combos with it work and it’s not a matter of randomness. If you are consistent it will work. I do this combo all the time and almost never get a failed sword dive knockdown.
To make sure the combo works you have to hit with S while the opponent is in the middle of the multihit assist or they will fly way too high. Also, the buster has to hit them out of the assist or I think they tech out. I haven’t done the combo using TK raikousen yet but here is another version that I do and its pretty much the same thing without the need for TK inputs. [media=youtube]DaMgTsTaxHc[/media]
Hi guys, I’ve just picked up Zero and I’m currently using this as my bnb:
cMcHfH > LMHfH > LMHfHS > lvl 3 Buster > L Raikousen > S > jMjMjHjS > Rekkoha
now, I kinda want to extend that combo with my assists. So after the last air part, I do
(call Skrull) > TK H dive > (Orbital Grudge hits) > S
what followups can I use that don’t involve another assist (I usually use that assist to cover my approach)? I read something along the lines of S > lvl 3 Buster > H dive > Rekkoha - is that valid?
Thanks a lot in advance!
can anyone suggest a good midscreen combo for zero?
[media=youtube]Iql4vBgR0T8&feature=related[/media]
[media=youtube]ZdqGdHd4UYk[/media] (use this one with against characters that get crossed under when doing the previous combo, such as Wolverine, Captain America, ect, ect)
You can experiment with enders too, such as
[media=youtube]mylXHG-o8vo&feature=channel_video_title#t=4m40s[/media] (switching to a character with a quick OTG to continue after aerial buster) Sorry I couldn’t find a video of the combo actually working, but I’ve tried it out and it’s perfectly viable. Just make sure to delay the MM after the S launcher so that you’re fairly high before you fire your buster. Dante can actually continue after this and go right into his DHC glitch setup so you can switch back to Zero and kill anybody.
Be creative. Zero works really well with a lot of characters
And here’s a variant that you can use off an air buster shot starter.
[media=youtube]08sJck3Zl0M&feature=related[/media]
Got a combo over 600,000 with no assist, no x factor, and uses only 1 level of super. WORKS ANYWHERE ON SCREEN. I dont know if it has been discovered already though. I was just messing around. also the timing on the first air series is a bit weird. Also if you do this from a corner you will end up on the other corner so pretty much this combo puts the opponent into the corner no matter what.
:l: (Start Charging) :h::f::h::s: j.
j:m: j:h: j:m: land j:m: j:m: j:h: land j:m: j:m: Release Charge :dp::l: :s: j:m: j:m: j:h: :s: :qcf::atk::atk:
to do maximum damage start with c :l: c:m: c:h: although it is really difficult and it is character specific unless in corner, but to me i dont think the extra 22,000-30,000 is worth it…
great combo thanks
IDK if this has been covered but a good combo to push to the corner is ( im just gonna put D for down and F for forward… )
:l: D:h: F:h: X2 and you can probably fit another
:h: loop ( also :l:
:h: works but the less hits the better. You wanna cancel D:h: to F:h: ASAP to listen the hits and hitstun decay and scaling. At the end of the loop its possible to do :s: to a BNB air combo or use an assist that clutters the screen to reset with a command dash. Reset options are Instant Overhead :qcf::uf: :l: then any attack ( I suggest :l:
or :s: since :h: seems to slow ) :l: command dash to end up behind or a fake dash ( :qcb::ub::l: ) plus D:l:. I suggest if you use like a storm assist ( the two typhoon things ) or sentinel this is a great option. Just my quick Help.
I’m wondering why people keep posting the same combos with small variations asking if those combos were already discovered, don’t get me wrong, i really appreciate every contribution to the thread but these type of combos are well known:
to which you can add:
Then there are the Sentsuizan and the Raikousen corner loops.
Those are the well known bricks for every Zero’s combo which everybody can break up and recompose to fits his needs.
All right I figured it out…after the end of the second loop during the first launch up, I wasn’t hitting the
fast enough which caused my raikosen to be slow, and thus teching at the end of the combo. Thanks for all the help guys. Only when I started trying out DukeSharp of doing only one :h: did I figure that out.
I’m glad you solved your problem Sakiel.
I found a combo on youtube and so far I consider it the hardest Zero combo due to the timing required to perform it, perhaps someone can help me. Here’s the link [media=youtube]4-Iy1KquomM[/media] I believe this combo has never been mentioned in this thread and it’s my favorite so far because nobody uses it and it’s flashy
Question: if we were to take Buster out of the equasion entirely, what is the best combo one could use as a BNB w/ Zero? I cant use Buster on my pad, and it just has to be left at that. There are no fixes to this, or suggestions, etc. You just have to take my word for it. Anyhow, I asked about this before, if it’s worth it to still play Zero, etc. And I basically dropped him because of it. But I’d really like to revist him, and I have to imagine a decent combo exists without Buster. it doesnt need to do a million damage, but something 500-700k+ would be fantastic. Any ideas?
Again, for purposes of this question, please just assume the buster move doesnt exist. Because for me it doesnt lol It just happens that I’m pretty good w/ Zero otherwise. I just do shitty combo damage.
Honestly if you aren’t gonna do the Buster combos it’s not even worth it to play Zero. Pad isn’t much of an excuse either. Some stuff is actually harder on stick. I play pad and I can do his buster combos just fine. I guess you can do cr.:l: cr. cr.:h: :f::h: st.:l: st.
st.:h: :f::h: st.:l: st.
st.:h: :f::h: st.:s: j.
j.
j.:h: j.:s: :qcf::atk::atk: or something idk.
You dont know the type of pad I’m using, nor the button config being used. So it’s not really a fair statement to say it’s not an excuse. That’s why i said to just take my word for it, there’s no argument to be made. Buster isn’t possible for combos with my setup.
Anyhow, I see in his combos the air DP move used as well as hitting he S on the way down late leading to relaunches. None of this can be done w/o buster? So weird. I’m satisifed with a 600k combo, I recognize I’m not gonna 1-hit kill with this situation. My Zero game is good enough otherwise to not worry about having to hit someone twice instead of once. I just hate when my control scheme prevents entire strategies : /
Edit: momo, nice work on the Tron guide!! Good shit!
You can also try doing the DarkDeath loop with the grounded-only opener and shortened ender: (520,900/565,900 damage)
:l::f::h::l:
:h::f::h::s: j.
:h:
land j.
:h: land j.
:h:(1 hit):s: (optional Jam Session assist j. :qcf::h:) :qcf::atk::atk:
In the corner with Taskmaster (Aim Master horizontal) and Dante (Jam Session): (670,100 damage)
:l::f::h::l:
:d::h::f::h::l:
:h::f::h::s: j.
:h::s: :a1: j. :qcf::h: :s: j.
:h::s: :a2: j. :qcf::h: :qcf::atk::atk:
The second assist needs to be long enough to cover the start up of Rekkoha and the first just needs to allow you to launch afterwards.
OK, so I wanted to talk about some important tips that I think every new/advanced Zero player should know about Zero’s combos.
This is just a theory, but I pretty sure is 90% true. If you an :l: move, it will increase the hitstun deterioration by a lot, and decrease the damage as well. If you use a move, it will increase the hitstun a good amount, and is average for damage. If you hit with a :h: attack it does the highest damage and lowers the hitstun deterioration the lowest. Try to keep this in mind seeing how in Zero’s combos 1(!) move can mess the whole combo up.
If you catch an opponent with the s.L>s.M>c.H>shippuga loop while they are in the air, you can only do two repetitions before you drop it. It’s not like when they are grounded when you can do a third one. This also counts whenever Doom-a assist hits. However, you might be able to do 3 Shippugas if the first move you hit the airbone opponent is c.H or a Shippuga. This obviously doesn’t count after an OTG Setsuizan combo which you can stick many quick Shippugas in there.
Practice your team combos, specially those involving SetsuizanOTG+Assist. My basic BnB with Zero alone does 658k, while my corner Setsuizan combo in the corner does 748k meterless! So try out many combos on your team to see how can you increase the damage in your combo. You might ask, “wait, my corner starts midscreen but takes me to the corner, how can I extend the damage!”. Well do your basic BnB of j.m>j.m>release buster>lightning dive and start holding once you input the L Lightning Dive, so you can charge a second buster. From there just continue the combo and ended with a SetsuizanOTG+Assist and then jump release buster in the corner, then you have either option 1. Jump>Release buster>L Lightning dive>H Ryuenjiin, or 2. jump>release buster>Air L Command Dash>rekkouha.
See what combos can you do on different situations; Forward air Grab, after you assist hits (Ammy-b, Doom-a, Sentinel-a etc.), if you use j.s or j.h as the jump in attack, after instant overhead against Sentinel etc. This is because the hitstun deterioration values vary a lot.
If you feel your combo is going to explode with the hitstun deterioration and your gonna end up dropping it, try to do less moves in your combo on purpose such whiffing one of the 2 j.s on the (j.m>j.m>L Lightning Dive) BnB. Speeding up the s.:h:s and Rekkouhas on the basic loop also helps.
I’m gonna have to agree that its not a very wise decision to use zero if you don’t plan on using the buster shot. Raikousen (lightning) is pretty much useless without it and its always better to have all your moves at your disposal. Its as simple as setting a trigger to L and just holding it down. The rest of your fingers are free to do as they like so there should be no problem. St.L isn’t really helpful any since it creates severe damage and hitstun scaling, and that’s even ignoring the face that its not rapid fire standing or crouching. The only thing you sacrifice is your air to ground command dash which you can use anyway after you release a shot.
To answer the questions though, no you cannot get relaunches with lightning w/o buster shot and all you are really left with are mission mode combos or combos using the MMHM loop that wont net you a lot of damage.
Edit: The below post is true, but there are only a select few assists which make it possible. In which case you need to learn how to tiger knee consistently and while not hard its probably more productive to just learn how to hold a charge instead and maximize your damage output.