Thanks I tried slowing it down and it is coming out much more often.
I found out about some pretty sick high low high mix up with Zeros illusions (maybe its been found out already)
If your opponent likes to crouch block this should throw anyone off The first couple of times you do it to them
Tiger Knee cancel his medium command dash followed by S c.L and another air S is awaiting (thanks to the illusion)
Sometimes your opponent probably wouldn’t even know your on the air
I have a new corner combo with my Zero/Task/Doom team. It’s nice.
Task Assist: Horizontal Shot
Doom Assist: Dem Rocks
j.:s:, c., c.:h:, f+:h: (cancel after first hit), s.:s:, sj.
, H Sentsuizan, Call Taskmaster, H Sentsuizan, s.:s:, sj.
, sj.
, Lvl 3 Buster, L Raikousen, s.:s:, sj.
, sj.
, sj.:h:, sj.:s:, Call Doom, H Sentsuizan, s.:s:, Lvl 3 Buster, L Raikousen, TK H Sentsuizan, Rekkoha.
Does about 950,000.
Alternatively, at the end of the combo, after the last L Raikousen you can do Genmu Zero then another TK H Sentsuizan. This ender makes it do about 1,110,000.
The combo builds exactly two meters. I like this combo and I’m hoping to tweak it a bit in Ultimate with Zero’s new stuff. That is, of course, if the hit stun decay doesn’t kill it.
Hitstun decay will likely kill the second relaunch. The doom assist extension can probably be made call Doom->H Sentuizan->s.S->jump cancel H Ryuuenjin->lvl3 buster cancel->LRaikousen->TK H Sentsuizan.
What I really want to try though is TK H Sentzuisan->lvl3 Buster cancel->call jam session->s.H (until jam session hits)->s.S->jump cancel H Ryuuenjin->lvl3 buster cancel->L Raikousen->TK H Sentsuizan.
I like this. I’m willing to bet that DHC into Task up arrrows does more damage than the level three. Up arrows followed by down arrows will probably hit 1 300 000.
I know Rekkoha into sphere flame does more damage than zero’s level three alone.
You’re right, it does work and it does hit for a bit more, but if I know it’ll kill with Zero, I’ll probably just stick to that so I can set-up an incoming mix-up instead of having to hard tag.
I’m convinced that Rekkoha -> Sphere Flame is the best DHC is the game, by the way. Well, minus using the DHC glitch, of course. Maybe Rekkoha -> Devil Trigger is technically better too…
A full combo ended with Rekkoha into up arrows into down arrows will not only potentially do 1.1 million, it also builds 2+ bars. It’s definitely more effective than Rekkoha > Sphere Flame. Unless there’s a specific timing to it I haven’t found, Rekkoha> Sphere Flame really waters down Sphere Flame’s damage potential.
As for damage potential compared to a level 3, Zero/Task DHC does a little more damage. However, combo options ending with Genmu Zero will build a little more meter if you need it. I also think Genmu Zero combo options may do as much if not more than Rekkoha > Sphere Flame
To get the optimum damage out of Rekkoha > Sphere Flame you need to delay the Sphere Flame until the opponent is right above the height of Doom’s hands when he’s making the fireball:
like this: http://www.youtube.com/watch?v=6lhwEySeL58&#t=1m11
(That video is old and the actual combo before the DHC can be improved significantly, but the DHC is still there).
Rekkoha (or any super that lifts like Round Harvest) > Devil Trigger is the best non-glitch DHC in the game, hands down.
(I won’t stop linking this until EVERYONE has seen it. COMPLETE. SRK. SATURATION.)
Depending on how bad HSD has been affected, I might go back to my Day 1 team with Zero/Trish/Dante for ToD potential.
I love that team.
As Avarice has pointed out, there is a specific timing and it’s one of the most ridiculous DHCs I’ve seen, barring DHC glitch and things like Round Harvest or Devil Trigger follow-ups.
As far as Task Up then Down arrows, I tested it and in that combo I get about 80-100K more. Enough to finish off another few cast members. Definitely my go-to option if I want to get Zero out of there, but I do what I can to make the Genmu Zero work since having to raw tag really sucks when it comes to incoming mix-up potential.
Edit: Actually, I got to mess with it in training mode. The timing I was using before was just a little bit earlier, but it was the same effect. I pretty much did ground chain into launch into knockdown into rekkoha dhc’d into a couple different supers. Overall, while the DHC to Doom is very good, it’s not really that much stronger than many other compatible ones (unless I’m still fucking it up) . Still a very good option though (ranked 3rd most powerful from the ones I tested after Taskmaster and Super Skrull off the top of my head)
Well, Task does get the benefit of tacking another one on. I haven’t tested it with Inferno, but that one sounds pretty boss.
For the most part, these supers DHC’d properly out of rekkoha will be in the same ballpark in terms of damage (the variation in damage from the weakest to the strongest was only about 12,000 tops)
Inferno
Sphere Flame
Hailstorm
Plasma Storm
Fatal Claw
Chaotic Flame
Proton Cannons
Also tried it with Ganma Crush and that was probably the strongest single attack super you can tag on. It REALLY hurts.
I use Sphere flame a lot & the results show. If there getting hit by the outside of Rekkoha the sphere flame will hit them into my Deadpool guns
(During Shougenmu)
:d::db::ub::lp: S :d::lp:
Good high Low high mix up i was trying to say on the other page.
Timing is tight but at the end of a zero combo you can do knockdown, call sent drones, OTG dive,land buster shot, S(launch) into drones, jump and do stuff. I’ve only tried a time dive to knockdown super, but I’m nearly positive there you can do a vanilla end( lightning, jump buster 3, lighting , dive knockdown super). I might be daring and try lightning, jump lighting cancel buster 3, lightning, dive. Hit stun decay? What hit stun decay…
I don’t know if anybody’s figured this out yet, but Zero basically still has the lightning loop. The only thing is people fall faster from the buster so it’s harder to set up.
I think I really underestimated just how bad toning down the hitstun on his normals coupled with ramped up hitstun deterioration would hurt Zero’s game. I’m having a lot of difficulty converting to damage midscreen without an OTG assist, and even then if I try to relaunch them again in the corner with the self OTG they end up teching out before I’m done. Anyone else running into this?
Also I’m worried about Zero in the new zoning-centric world of the game. Even though this was also true in Vanilla, I just fought my friend’s taskmaster for a few hours and it felt like there was little to nothing I could do, especially now that airdash just gets punished with diagonal up arrows. Any thoughts?
You really don’t need an OTG assist anymore it’s ridiculous how much distance his H Sentsuizan covers! But yeah Zero’s taking a pasting like nothing right now for me… =/
Everyone just needs to get used to not killing everything in one combo anymore. It was weird for me at first to; like “What? I did a combo and I don’t get a free entry mixup on the next character automatically?! What is this madness?!”
Basically this is going to force us to step up our reset game that we never needed (but that was always available and always very strong).