No assist, no xfactor, no lv.3 , no charge at the start corner combo 900k?!
That would help me a lot to figure my team now, been using assist that make Zero combo in the corner. (doom, dante)
Can’t wait to see it.
Does anyone know how many reps of [j., j.
, j.:h:] xN it’s possible to do on Hulk/Sentinel?
It seems like a good easy combo (possible infinite?) to get them from mid-screen all the way to the corner but I can’t seem to get past 3/4 reps.
lol i see why i was confused now but i should have clarified what it was that i was saying when i said maintain the charge. I wasn’t talking about exectuting the l, m, h, forward+h loop i was talking about maintatining the charge from Zeros blast so the u can juggle after s, j.m, j.m. Sorry for the confusion
You can actually use doom to pump the damage up still, probably to 1 mil, haven’t dicked around much with it. I really want this one in high quality because it is quite neat.
I’ve been working on this combo for about half an hour or so now. I’m having no problems up until the second launch. It seems like everytime I get to that point I hit j. both times, then they tech right before j.:h: hits every time. Any ideas of what I’m doing wrong?
Edit: Got it. 604k is the max you’re supposed to be getting off this correct?
Yup that’s what I meant as well
One extra tip is to delay the lightning dive just a bit. It looks like the “sparks” the lightning dive lefts after it hits, make the other character don’t tech so easily. Whe I am in training mode, there’s some instances when I am pretty sure I did the same exact combo, but when I don’t delay the lightning dive just a bit, thy tech away.
Also making the second loop quicker instead of making j.:h: or Shippuga hit too much helps too.
I see, I was just about to make another post about that. The j.:h: at the very end of the combo was getting cut off due to teching before I could use the knockdown.
This combo is really fun to do though, especially since it carries from corner to corner
also to answer my earlier question, the combo did 630k when I got every hit
Not many, thanks to hitstun decay. I think 3/4 is about the maximum you’ll get.
One thing I’ve tried while in Sougenmu are repeated medium or heavy tiger knee’d dive attacks. They combo into each other a few times and are kinda silly to watch, I’m gonna see if I can turn that into something useful.
EDIT: Not much luck on that, I can do a couple reps and go into a more standard combo, but it doesn’t net much. I’ll keep trying.
Fancy combo I was working on with Dante and Wesker, using Zero primarily.
Very dangerous as it involves aerial exchanges, but if it works, it’s slightly over a million damage.
[media=youtube]S7p8gVclPnU[/media]
Again, I know it’s not great due to the aerial exchanges, but, it’s fun.
Very nice reset I found in the corner for anybody using Zero/Dante/Somebody that helps Zero continue combos in the corner after OTG green dive. (will later test with others)
So first in the corner do you basic assist combo:
cr.:l:>cr.>cr.:h:>Shippuha(1hit)>:s:>j.
>air qcf.:h:>call your assist (wesker-b, doom-y, storm-a, vjoe-b, etc.)>TK qcf.:h:>:s:>j.
>j.
>j.:h:(3 hits or maybe 2 depending on your assist and if they tech it or no)>j.:s:>call dante>TK qcf.:h:>release buster (note: the buster has to hit before Dante’s assist ends so the opponent is not knocked down by the buster shot, but just sent a little bit up)
Now do a normal jump forward and hold it and press H for the air throw. Now measure you landing and do call assist (not dante)> TK qcf.:h: and continue your combo at your preference.
My Zero in the corner with my team (Zero/Dante/Storm) does around 750k with one super. But with the reset right now I got it up too 960k. Hope you guys can experiment with it. Any questions post it here or PM me.
If someone posts them ill gladly update the first post if they are different than what we have seen. I would but i didn’t buy the guide.
Also, like i said im working in wordpad a flowchart like system so that we can show loops and what can be done from those loops and how to get in them. So it will be less about specific combos and more about what you CAN do. From there we can easily find optimal bnbs for most situations. I’ll keep you guys posted.
I have the guide, none of the combos are exactly new or anything. I’ll post them tomorrow morning (or tonight if I have time) if you guys are still interested though.
also Typhon, i’m looking forward to the flowchart thing, if that turns out useful I’ll use it as a template for the x-23 combo thread (with your permission of course :P)
I can’t wait to see this. 900k damage, no x factor? And easy for non-zero mains? wtf…
yeah too good to be true, Looking forward to it!!!
Uploaded 2 more combos:
[media=youtube]Drc_dumjiMw[/media]
Combo 1 (This one works on all characters, corner only though)
Sentsuizan, :l:(Hold and Charge),,:h:(3hits),:f::h:(3hits),:s:*,(Jump),
,
,:h:,(land),Charge Shot, :l:,
,:h:(3 Hits),:f::h:(3 hits):s:,(Jump)
,
,:h:,:s:,(Land),:qcf::atk::atk:
Combo 2(this works without wall, You can also replace the beginning with Sentsuizan for more damage)
Air :h:, :l:(Hold and Charge),,:h:(3hits),:f::h:(3hits),:s:,(Jump),
,
,:h:,(land),
,:s:,(Jump)
,Charge Shot,:dp::l:,(land):s:,(Jump)
,:h:,:s:,(Land),:qcf::atk::atk:
I’ve started testing a bunch of team combos (at least my team) for zero, I’ll be posting them later
~DarkDeath
Just wanted to make note that midscreen this combo will have you cross under certain characters. So far I only know for sure it does it on Wolverine and Cap. America. Shippugga will still hit, but you will end up on the other side of them afterwards. The timing is still the same, but you just have to watch out for it because it can throw you through a loop if you aren’t paying attention @_@
I know about the cross-under. Sorry I haven’t been around to answer questions about that combo; I was too busy scrubbing out of a tourney yesterday. When doing that combo midscreen (especially on smaller characters) it’s usually better to cancel :h: into :f::h: after the first hit of :h: rather than letting all 3 hits connect and then on the last :f::h: cancel it into :s: on the first hit. It will do less damage but it ensures the whole combo will work on smaller characters, otherwise sometimes the last hit of j.:h: will be teched and you won’t be able to connect the j.:s: to finish the combo. Feel free to go nuts on Sentinel though - the whole combo will always connect on him.
In other news (not really related to combos though) while I was at that tourney I realized that if you’re playing any characters with a teleport then Zero’s projectile assist is pretty much always the way to go. With Sougenmu Zero on projectile assist it becomes almost as good as Sent drone’s at keeping people locked in place while you run teleport mixup.
also looking forward to it. I appreciate everything you do destin. I took the loop you made and I can get some decent resets off of it.
You can do :d::h: instead of :h:. It does 1 hit of full damage and doesn’t lift them up as high. Its a little harder to do though.