Hey, I’m having difficulties with a few things right now.

Firstly, I can’t seem to tiger knee 236B. I’m trying 2369B (on a gamecube cont), but zero usually performs super jump j.B. Does this error indicate that I’m doing something wrong? Does tiger knee normally cancel a super jump or a normal jump?

Secondly, I can’t get the combo 3C 623A xx 5A that Spooty introduced. I can perform the first two moves consecutively, but the 5A doesn’t seem to be able to hit them before they can guard. Advice?

Thirdly, in the combo, j.BB dj.BB lvl3Charge 214A 5A, I am just wondering what the ideal placement/timing is to consistently hit the shot & reach the ground. help?
Thanks.

  1. Are you using the little analog stick on the GC? I find it easier to hit hit the edges of the sides all the way. If it’s the little D-pad I can’t really help you. Ive tried that and it’s horrible to me.

  2. The shoryu recovers pretty fast, so if they are blocking it, you just have to press the 5A a little faster. Press it to fast and nothing comes out. The way I noticed my mistake is that when I would go for my 5A and mess up, I realized since the recovery is fast he already turned around and was in neutral. I looked at the shoryu and tried again and eventually got used to it. Though I don’t use it in my matches because I would rather hold an A charge.

  3. j.BB dj.BB lvl3Charge 214A 5A This works in the corner you can follow up from the shot mid-screen by bbq. I do J.BB slight pause DJ.BB release shot. As for going to the the ground do 214A after you release the shot. It doesn’t have to be done fast just make sure you have done the motion cleanly. When Ive messed up I either did it too fast or messed up the motion. I also noticed I paused a slight bit sometimes. And when you land do 5A.

Well I hope Ive been somewhat helpful.

I don’t know if anyone has said this yet, but, in corner, after landing the LVL 3 Charge Shot, the opponent is in hitstun the entire time he’s falling and, depending on how high you both are prior to the Charge Shot, you can j.B him as you fall before he touches the ground and then relaunch into air combo. I think this would be stronger and much easier than LVL 3 Charge Shot --> 214A --> 5A, relaunch.

A relaunch combo for BOTH my chars? Sweet. Lets get testing people!
Maybe we’ll get more iterations with this one.

It has been said. And, depending on how many hits you have before launch, you can even loop it 2 or 3 times. After that hit-stun scailing makes the combo no longer work. I personally find it harder than 214a, 5a; but it is better.

Coulda sworn I responded to this this morn, but whatev.

j.C > 236b > 9 Release2/3 > j.B is mad easy to land in the corner, but I’ve tried many times to loop this combo 3x but to no avail. Delaying b&b helped just enough so that if I called in an assist I’d have another CS3, but I feel like it was way more effective to launch them at that point and release3 > 215a > 5a to relaunch.

The reason I say it’s less effective is because depending on the height of yr opponent, if yr trying to j.Release3 > j.B they may be too high to 5[A] B afterward, so launching is way safer.

If I can get my normal corner combo recorded w Tekkaman assist I’ll show a things off so ppl can get a visual. Also of how to combo off j.Release2/3 midscreen.

yes i am new so i ask is zero and yatter 2 a good team i like both characters

Yeah they’re good, team has a lot of potential. Yatter helps with zero’s combos and zero gives yatter 2 a good anti air option and helps set up some of her stuff IE: blocking string > cover unblockable with zero > unblockable > BBQ > combo.

Or… overhead from her command dash > zero assist hit confirm > air combo. It’s not huge damage but it does give her slightly more threatening tools while being able to use an awesome partner.

For zero he can extend his combos with her using 2C 6C assist.

Thank u dude im really lost in this game right now and i really wanna learn just needin the help to understand i dont want anyone to hold my hand but i willl be a beast just gotta get some stuff str8 thanx again

One thing I wanted to note, since Zero can’t do the dash glitch to dash full screen really, I figured out that at least holding down and pressing ABC to use that as a dash command three times is a lot faster to travel across the screen than just straight up running with Zero. :slight_smile: You don’t control where you stop like with the normal run but instead cancel the run at the soonest possible time, so you do small runs.

I’m new to this game and after fiddling around with a bunch of people I’ve found two people that i like playing separately but i dont know if they will work well together,Zero and ippatsuman, can anyone help me with that? also I was thinking if ippatsu doesnt work out i might try tekka blade.

I imagine that Ippatsuman would be a pretty solid partner for Zero. His assist can help to extend combos and provide a little flair to Zero’s command dash mix-up game. Also, you may try doing the Zero OTG -> Rekkoha -> DHC into the homerun super deal. Seems like it could work.

Found some new tricks. j.C j.214B j.B in the corner crosses up.

j.C j.214D j.236 turns zero around for cross up opportunities low to the ground.

Sound like cool move. But I don’t understand what you mean j. 214D j.236. I know these are inputs but you can actually use these commands with Zero while jumping.

j.214D? o_O

Yeah in the corner I been doin’ the same thing. j.C j.214C j.236B/C P - Parter will appear on the corner side of the opponent so long as you time it right, & Zero will hit over head on the front of the opponent. Legittt.

I find this mixup interesting though you would have to sacrifice launcher damage for it…I guess it’s kinda useful if your in the corner and hit without a charge or assist.
I noticed this when I had a match and I accidentally did qcbC. I landed on the other side and comboed with a d.A and used tekkaman’s assist to swing em back to the other side. It was sweet looking.

it’s basically, in the corner A>B>C>dfC>J.B xx QCB+C (by switching up the timing zero can land before or with them)
follow ups with qcf+C and cross them up with it
land on the other side and go low
Land on the same side
If Zero lands on the other side and does a d.B he hits them while he is on the same side he started and the move actually hits behind him.

I finally decided to give the US version a try. What’s the timing on the bnb’s that have j.bb, jc, j.bb? C always knocks down.

actually everyone has that corner crossup obviously omit the jC but all you have to do is air dash in with opponent in corner and theyll land as if it were sf4.

In air d.C can also cross up to.

I think yr reading it wrong. jc in that context most likely stands for jump cancel.

That combo should also read like j.BB dj.BB.

So, two things real quick w Tekkaman as partner:

[X] 5B 2B 5C 2C 6C ]X[ Rekkoha DHC Make It Rain OTG = 24~25K DMG
or
5B 2B 5C 3C j.AABB dj.BB 236B Rekkoha OTG DHC Make It Rain = 29~30K DMG

My question is, is the strict & sometimes difficult timing for the Rekkoha OTG worth attempting for the extra 5K DMG or should you play it safe w yr meters & do the 1st combo?