For what its worth, I feel the j.MM xx H Dive, dash M Dive xx Buster xx L Hienkyaku, dash S is the most consistent solo corner carry for me, especially when under pressure. It also works 100% with happy birthdays, starting with no buster charge, and with whatever assist extensions you want in the corner. From what I can tell, its consistent on any hitbox as well (I can’t guarantee this but it works on Shuma, Tron and Raccoon and they tend to have the weirder hitboxes for stuff like this).
Learning it and doing it has made my life a whole lot easier. When you’re doing stuff like Jam Session high/lows and you need to buster switch pretty frequently, if you make a mistake on the buster switch and lose charge, but get the hit, you don’t have to have a thrown-together confirm.
I think I actually got the idea from you, I forgot were but it was about how 2c Leaves you with HELLA hitstun in the air and it was when i was still doing Launcher Nuetral jump 2c fall c.
See it’s weird. I use this for Combo’s where I have no Assist to Carry (Currently Task) and I still manage to not get a launch half the time. I’ve just started going :s:, j.xxLvl 3 Buster, :l: Teleport, Dash, :s: and by the time I finished the Air combo, I’m at the corner. PROBLEM is I can’t figure out which assist to use to Maximize damage, or gives me better options.
I’ve got Centurion Rush (b) and Aim Master (a).
I often find myself doing j.2:h: to j.:h: after that rare Anti-Air :s:
Also, someone should Upload a video (so I can SEE the timing) for Zero’s Mid Air Turn around with the Buster.
Notations are your basic MMH in air, but there is a delay somewhere in that where you have enough time to Cross up, Buster, AND Lightning and successfully land on the ground, facing back to the corner.
Awesome. Because there is like… 4 different variations So far.
The hardest part is that if you don’t delay at the right point, you’ll cross yourself up.
4? There are 2 I can think of and a 3rd someone posted recently that seems like waaaaaay too much work (can’t remember):
sj. MM xx M Hienkyaku (cross up, doesn’t work on everyone, can be tricky with timing)
sj. D+H, j.M xx M Hienkyaku (cross up, very lax, hard to drop, though often requires you to walk back after landing before relaunch in case of over shoot)
Bah, been messing around more in training mode and all of a sudden j.MM works, though the thing I don’t like about it is you have to change your timing compared to a normal combo. Which isn’t a massive problem but when you can have uniformity amongst the timings of your combos it makes it that much better.
i.e. the timing of the d+H, j.M corner carry is the same as the one required for the side-switch.
Both seem fine though it’s easier to stay lower to the ground, and effectively land quicker from Raikousen have more time to relaunch than you get with j.MM. Up to you guys which you wanna use. 100% sure there was side-switch that didn’t work on all characters can’t remember what though… They’re irrelevant anyway.
If I’m on the Ground, I usually Have Plasma Beam or Legion Arrows covering me, so I just Hold H down if I see they blocked, and L Teleport to Quickly get behind them and Buster.
I have a Habit of (When Mid-Screen) Just Ending :h: with a :d::df::f:+:h: to punish, and The Buster to add distance and Punish the Projectile block if they didn’t do that, or (In the Corner) Just End :h: with the :h: teleport and a good guess for either j.:h: or :d::h: to fake a cross up. If they block, you end up behind them, if they Push-Block, they can still get crossed up by the right choice.
So much useful information and knowledge. But how do you compensate for online play though? As the timing gets a lot stricter as that lag kicks in…lol. But I definitely wanna up my zero game for sure.
If you have even Semi-Lag online, Playing Zero to his fullest is really difficult. I’d suggest finding better players, and not stopping untill you can floor them. In online, if you must, use Zero very simplisticly: No self Relaunches, No LL’s, Nothing tricky, just get the feel for getting in on and Punishing your opponent, it’s 50% of this game (the other 50% being turning Random hitconfirms into ToD’s.) and play back up characters that Won’t keep you from messing up. (Online I use Doom Beam and Akuma Tatsu to get them away.)
Well seeing that’s the only way I get decent gameplay from other players since no one really plays where I am at currently (I’m a soldier in Korea right now), i have to get my practice in so to speak. lol, offline is a different story, my execution has gotten better and I can almost lightening loop. I can probably get about 2 loops in before I drop the combo. I just have to learn how to charge with the other buttons better instead of just relying on L the whole time. But that’s just habit really
Funny you say that because when I definitely go for the self relaunch to try and get more damage, the combo drops like half the fight…lol. I play an unorthodox team of zero - a, hawkeye - a and taskmaster - y. I have tried other characters prior to this one and I just wasn’t feeling it. So I just kept experimenting with other characters until I found a team that works for me. it’s not your typical zero squad that you see on the regular but it’s definitely not one to sleep on. Maybe when I get a lil better I’ll post videos showing how they have worked out for me.
See, That can still work for you online though, the only time you’d miss is if lag literally hit you as you landed. as a relaunch, you can easily just do his BnB, and call hawkeye and :d::df::f:+:m: to otg, since the arrows are really fast, you need to hit :s: right when you recover. If it’s midscreen, just delay your j.:s: in the air a little bit, and Zero will land closer to the opponent. Remember that you can call an assist while jumping.
LOL I was hella pissed when I saw another zero video under Fingercramps video and thought " WTF FINGERCRAMP stealing our shit again?" Then I saw it was Darkhadous LOL… good shit.
I was wondering if anyone knew how to land this properly. I’ve seen a few zeros go
L,M,H (3 hits), F+H (3 hits), launcher, air m,m, command dash light then dash up and re-launch. My question is how do I do this properly because when I try it i always miss.
I was also curious what you guys opinion on zeros air m,m heavy jump loop. Is it necessary that i learn how to do that?