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. 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?
Jump Cancel? Damn new school kids making up notation. Your dj. bb makes a lot more sense.
In the grand scheme of things in a fight it’s not really worth it. Ending in a knockdown 236 b/C allows to continue the pressure game for another combo. Unless that kills, I prefer to not lose momentum. Not to mention it’s a free hit on tekkaman for characters.
Sorry for the double post
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I put up some dhc stuf with tekkaman in here.
Going for a simple ground chain>launcher air switch to tekkaman and his spinning lance combo gets about 20b so that’s pretty good for one meter. Then tack on a super thats about 24-25points. I would rather do this than knock em down then dhc it’s easier to time.
Yeah, I think Rekkoha OTG glitch is nothing but flashly rly. The other combo is way better, and if you start it from a corner w no brq it’ll hit around 31k.
any one know good combos with mega and zero im new to this any videos?