Don’t be trying to be mean or anything but, who crowned you the best Zero in Florida? I am not saying I am the best but why do you think you are the best? lol
Question. Mind showing us in video form. not home at the moment so I haven’t been able to try it. Also how hard/easy is it to link the 5l>5M after the xfactor? This seems like a good way to kill a character after an air throw by the way. Also do u know how much damage does it do around?
O no offense taken. It’s just from what everyones been telling me and from all the people i’ve played on both south and north florida. And when I play people the combo’s i do they like it alot. And they tell me and others how Zero is the heart of my team and that my Zero is like Marn and that I’m really good with him and people are always telling me why I didn’t go to Evo and CEO lol.
Uploading video as we speak
Hereweego.jpeg
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Dude thanks so much. I need to practice this in training mode. This is very good especially for my team. So does this work at any height or just jump height?
Normal jump height, you need time to do the airdash dive.
That is a good confirm if you absolutely want to kill a character. The issue is Zero’s combos are so long that you will use up your entire XF time and won’t have any left for for the next character (if lvl1). I used to think Rekkoha XFC Rekkoha ender was scrubby, but it gives you a lot more time to mixup and damage the next incoming character. XF time > meter anyway, especially since Zero builds meter for free. Alternatively, you can do a Wolverine-style confirm, and XF when you land from command dash down before the last relaunch.
It depends. If you just kill with a raw X-Factor combo, XFC’ing as early as possible, you’ll build lots of meter, and if you use assists you can 100% without having to use meter. You won’t have X-Factor time but you’ll have enough meter to kill the next character with a Zero/Dante DHC or a Level 3 combo.
If you do a double rainbow, you lose all the meter you just built. And having X-Factor on Zero doesn’t give him too many benefits. Sure he’s faster, but not by enough in Level 1 X-Factor to make a huge difference in his mixups. He can 100% regardless so the damage buff won’t matter.
Fair enough. I play the same team as you so usually I just DHC glitch or do an extended assist relaunch, but for a quick easy execution kill my point was basically to XF closer to the end of the combo to leave some XF time for the next char. As you probably know, depending on the char you probably won’t have to blow all your meter, you can jump up lightning, shoryu/whatever to finish it off. I have a setup where you XF the Rekkoha, tag out to Dante then do the corner ender which is a guaranteed kill on Thor and will build back your meter, plus give you an acid rain setup on the incoming character. As you’ve said, this will become less of an issue when players get their execution up to be able to do flying screen install/tiger knee lightning enders consistently.
In my experience the speed bonus does become noticeable in lvl 2/3, you get much faster command dashes, which helps me since the people I play with are used to blocking my mixups.
Oh yeah, the Dante tag out option is probably better since it builds more meter and pretty much kills 100% of the time without using another meter. Two volcanohives usually kills what’s left of anyone in X-Factor. You can also Acid Rain, DT DHC to Sougenmu for an acid rain mixup with Zero. Costly but I usually do it because I always want Zero on point. Then you can do an uncounterable TAC to a DT’d Dante for massive damage.
I keep forgetting that you can do unbreakable TAC with shadow Zero. Shit is mad broken, I was only reminded of it when I saw Frieda’s stream. He does the 1 hit million dollars DHC into Sougenmu, then TACs back to Dante (without DT) to build his meter back for a gaugeless (meter positive :eek:) DHC glitch combo.
Hey I’ve been wanting something like this that was reliable, been using throw > dive > xfactor quite a bit. Thanks!
Hey everyone,
If you like the combo videos and information I’ve been posting, please recommend me for the Razer arcade stick beta test at
http://www.razerzone.com/bredtofight#
Just scroll down to the “Recommend” button, click it and enter the information: Ryan Boismier, r2theboismier@hotmail.com, your e-mail, Canada, and whatever justification you feel like including for me. Thanks.
By the way, I’ll have one last combo video coming before UMvC3 comes out; it will probably be finished in late October (I’m a little busy right now).
Just because I hate you I’m going to tell everyone to recommend me instead.
Everyone recommend me. Eviltoaster1@gmail.com
D:
ILU though
</3
I’ll recommend you too.
Also, I’m confused now if on the recommendation page you’re supposed to fill out your own info with the nominee’s email, or the nominee’s info + your email.
So, does anyone have a list of the characters that Zero can self OTG without an assist against?
I’ve been practicing some combos off airthrows (and groundthrows in the corner) and want to know what characters I can followup on without assists or X-factor (pulled 1 million damage on Ammy with 1 meter of a ground throw and was like 0_o)
It works at any height. I did a second video with the alternate combo, and it starts from superjump height.
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so I was wondering what people like to use for post snap in setups as Zero (with and without assists).
Some of the ones I use are:
Jam Session assist, teleport, j.Buster > combo if it hits. Just stay in the corner if they’re blocking. It’s really weird but sometimes they’ll land behind you and be in the corner still and you get a free mixup.
Jam Session assist, teleport, j.C > j.S > 5M > 5C > 5S > etc.
j.C > j.S + Assist > Tele > j.C > Combo. Works well with Akuma.
Alternatively you can j.B + Assist > Tele > j.C > Combo
j.623B > 5B > 5C > 5S > etc.
j. 623A > j.Buster > j.623A.
All of mine are basic since I just picked up Zero.
Oohh my favorite part of Zero.
Midscreen: J.623M 50/50. This is the most annoying thing in the fucking game. Perfectly timed, it’s inescapable(cept for 50 sent and) and you have to pick a side and block. Leads to 5M>5S>J.2H>J.H>J.MMH>J.M>Buster>Hien>5S>J.MMHS>stuff on hit and requires no assists. Know your distances though, if you’re too close to one side of the screen you’ll always cross up.
Midscreen-Almost in the corner: If you’re too close to the corner, J623M will always cross up. In those situations, I do Drones+J.623H. Same ambiguous mixup, except drones will help you hitconfirm. If it gets blocked, you have time to dash 2M>call an assist>Hienkyaku for another 50/50.
Corner: Fun times. SOOO many options available here.
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Basic Jam Session 50/50: Still terribly effective despite being terribly old and overused. Scaling is pretty bad but you can confirm a Jam Session with J.M>Buster>Lightning>Jump Loop x2>Launch>Buster>Lightning>TK Dive or up/down tac into Dante> DHC glitch if you’re out of sex factor.
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Slight Variant of the basic Jam Session 50/50: J.M>Assist>Hienkyaku(any version)>stuff. If you do a M hienkyaku, you have time to airgrab them before your assist comes out, dive and xf for the kill
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Steb special: Pretty simple yet effective. Time a M or H hienkyaku perfectly to be in an ambiguous position when they enter and then release buster. If they block, assist into more mixups, if they don’t, free combo
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Lightning L crossup: Works mainly on characters with meh air mobility. Wait a bit till they get in the field then J623A. When a character enters naturally, there is a small indenture left. Won’t work on people with a double jump or fly or shit like that.
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Sentinel special: Get them to block something while they’re on the ground, call drones, hienkyaku x 2 or 3. Really tricky but annoying to set up since everyone loves to chicken block.
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Watch youf toes: Get them to block something while grounded once again, call a decent assist for lock down(Jam/Tatsu/Drones), airdash forward, L hienkyaku>2l
Got some more setups but they’re kinda hard to explain.
These are my go-to setups:
-Call Dante (optional), j.623B, j.BBC j.BB Buster, lightning, launch BBCS, combo finisher
-j.BBC j.BBC j.BB Buster, Lightning, launch, BBCS, combo finisher (wesker style)
-call Dante, jump, 214C, 2A into full combo. I don’t know why but no one can block this. They always either expect an overhead j.C, or they forget that 214C crosses up in the corner.
-call Sentinel, jump 214B from varying distances, j.C into jump loop combo.
-super-jump (just above snap-in height), Buster, lightning, combo. This one is good for mashers as it will beat pretty much anything other than Hard Drive, Phoenix Rage, or blocking.