So I’m going into the lab with Zero and got the start of a combo down:
2B, 2C+burn kick xx 236B (burn kick hits), 2C, S /-, B, B, C, S -/, 9, 236 C xx buster release, 623A -/, 2C, S /-, C, S -/ 9 236C xx buster release, 623A -/ Vajra, 623C (mash), (Vajra hits)
After this they’re hard knock down and I have buster charge but it seems hit stun deterioration prevents me from comboing dive into buster release. I wasn’t aware dive suffered that hard from hit stun deterioration. Is there something I can do to fix that error? Taking out a hit here or there to make it not force flip out? I’ll be testing in the lab but assume one of you Zero people has the answer already. XD
Yep it’s the new problem with HSD, including starters from anti-air e.g. you can’t do anti air buster, lightning, ground series, launch, air series, OTG Dive xx Buster, Raikousen, launch, sj. d+C, S, OTG H Dive xx Buster, L Raikousen, Call Vajra, Ryuenjin, Vajra hits, can’t OTG Dive xx Buster anymore after this.
I’ll hit the lab in a few mins and try your combo out and see where you can fix it.
I found a work around, instead of using Strider to get another rep use it after lightning loop for hard knock down at the end in case I want to rekoha and kill Thor or whoever. Thanks to burn kick’s complete lack of damage scaling with that whole single, 1 hit high damage soft knock down thing that lets Zero get over 400K from just the first section of the combo. Now I need to get lightning loop down 100% to not be a fraud. >.<
TOKiMONSTA: Thank you, I’ll try those and see if any of them help meget the Strider ender so all I need to do is lightning loop once and kill Thor. >.>
5C will get you less damage in the end (3 hits, more damage scaling) but it has better frame advantage (i.e. 0 instead of severely negative on block) and a much better hitbox to hitconfirm with. For that combo though I don’t think it will do anything to significantly change hitstun deterioration.
Just tried the combo out, I can’t link the 2nd 5C like you can but basically the only changes I’ve done to it are H Hadangeki instead of M, and instead of air magic series after the first launch, do MM H Dive instead (this is ALWAYS the better option if you launch with 2C, S cos it does more damage). On top of that, the 2nd relaunch can be a normal air magic series- no need to be j.C or j.2C but maybe that’s cos mine didn’t have two 2Cs at the beginning and just the one?
Anyway that does 758K meterless (ending with the Raikousen before the loop begins)
What combo is everyone using to combo after an air throw with jam session?
I can’t seem to find anything reliable, and my other assist is vajra, so thats a no go
Ok it’s 773K now that I’ve linked the 2C. 810,900 with Ryuenjin.
The only changes I’ve done to make the combo still work are:
I changed the first OTG H Dive xx Buster Raikousen in OTG H Dive xx Buster, L Hienkyaku
After the first launch do MMxxH Dive.
After the first re-launch you can do air magic series (not tested damage without air magic series)
Small suggestiong for Lightning loops (LL) during the animation of sogenmu you can put in down up for super jump and the game will buffer the motion. You get an instant speed jump , release buster at a high height to bounce them higher and make the follow ups slow and easy.
I wrote it out earlier, just using it to link 2C xx hadangeki into another normal so all those multi hit high scaling normals aren’t in effect at the very beginning.
Ok I have a question on if this combo should work I do the relaunch combo twice and OTG and akuma assist then buster lvl 3 x l. Lighting and then launch with Dante jam session and of do the normal follow up with that. But I can never land the s.S into jam session and when I do I get the h.lighting but I miss the buster cuz it’s not charged all the way. Am I doin something wrong or is my timing just off?
I posted this earlier but in the wrong thread lol haven’t used the forums in a while xD