When i saw that video this morning and read the description, i thought “that’s not proving a point, that’s showing off”.
Anyway, that’s not the first combo that’s hard to me, it’s the “land dash jump dive” and then the “hyenkiaku L dash S” part that are hard. I thought he was alone in that but apparently not.
That’s only if you have no indication about the timing. That’s what nobody tries to explain in the fighting game community. 'cause you know “the timing is strict” doesn’t really mean anything and doesn’t help really. Since you simply can’t buffer any of those move, you have to link them together in the shortest time possible. Links are not lag friendly. 7 buttons press for the first and 6 for the other are a lot of occasions to mess up. Lag and 14 buttons to press, it’s definetely not an easy combo. BTW, if i ear “links”, i also ear “visual hint” to help in doing those links.
So, i spent a good part of the day in the lab. I won’t say that i find the self corner to corner easy but it’s not as hard as i thought it was before i understood two importants facts about that combo.
Those facts might be character dependent but i doubt it since landed that combo on Wesker, Vergil, Ammy and Rocket Raccoon. I still have to try on huge character like Sent or Nememis.
1 - You just want to get to the corner to do a lighning loop. Or a rekkoha to DHC against Amy and Shuma
So HSD is not something you care about. Wich mean that you can take your sweet time performing the combo and forget about the HSD completly . So when doing the self relaunch, you have to be quick to dash, quick to jump and to dive since the timing is so strict.
Yes but no, there is a way to gain some precious frame for those like me that are just too slow to pull it off if you don’t care about HSD. When doing the first MMHS, you just have to wait as long as possible to do the S. Same with the MMH actually, the more you delay the MMHS, the better and there is a good reason for it.
If you do the S late, Zero will be extremely close to the ground and will land faster. This and the the fact that the opponent will also end up closer to Zero make your job easier. If done right, you may not have to dash before the dive buster relaunch.
Now i am facing another problem because of it. If i wait too long, the dive connect but also cross up and the hyenkyaku become a dive L. That’s almost ironic. Or moronic, i just can’t tell
But in the end, the less time it takes to relaunch, the more you have to catch after the buster with the hyenkyaku L, dash S.
2 - Time the dive for it to connect after the opponent ground bounced.
Just like Avarixe stated in his “tips that should be common knowledge” thread when speaking about Strange. If you wait for the opponent to lay still on the ground, the dive buster will actually send them higher in the air wich allow the “hyenkiaku L dash S” to be executed slightly slower. You still have to be quick but the timing is more lenient. You don’t have to wait if you have godlike execution, I think, i don’t have that. It just makes it easier.
@ Vilesofree: That combo, i find it hard and i may be the only one here.
If you have an assist to do a corner to corner use it. If you don’t, i hope that what i just posted might help you. As for me, i’ll stick to Doom’s missiles if i want a corner to corner combo with Zero. It’s easier, lag friendly and as damaging as long as you can do a lighnting loop or two.