Maverick and Demon Hunters - Zero/Dante Thread

Any tech for a THC with Zero on point? I haven’t had time to mess with it too much, but I think on block the Rekkouha ends before Million Dollars and gives you time to go for a mixup when the last shot hits. I’ve only been able to do basic stuff like teleport, was curious if anyone else has experimented with it.

More theory here, one could use it as a good assist punish. For example, wait for an assist call from full screen, release buster for happy birthday, thc, million dollars picks up and rekkouha misses, dash up S and continue the relaunch combo that likely would have corner carried. Ugh, now I wish I could take the rest of the day off at work to go see if that actually works.

Oh, should be worth noting that the “vergil” ender with Dante, or the double j.S ender, does more damage than the standard double Raikousen ender with Dante. The difference is the Vergil ender requires more hitstun to combo after.

how the fuck

more damage if you include the buster raikousen after?

[media=youtube]Ok95TymSWXY[/media] good stuff

Yes. Because the double lighting Dante ender does not give you another chance to OTGBusterRaikousen, and that alone does like 100k or something stupid.

I just tried this out in training mode, instead of double j.S, you can j.M x2 > H Sentsuizan. Call Jam Session slightly before launching and you should be able to do it without any changes in timing, it does like 16k more for being easier.

i see potengel doing this and wonder wtf, why? thats because he always does it in the wrong situations and ends up NOT optimizing his damage… good stuff though.

Yo Masa… since you can use Zero/Dante and have a Capture Card, want me to give you a nice little combo you can Expose for me?

sure

Favorite blockstrings/button sequences with Zero/Dante for you guys? My favorite two at the moment:

Zero/Jam Session [s.:h: + Call Dante]

  • The first hit of s.:h: is almost completely anti-pushblock, and Dante comes really fast to keep you close to the opponent. Jam Session gives me enough time to even dash after the s.:h: then TK :l: Setsuizan into instant overhead j.:l:. You basically get a free mixup of your liking after a blocked long range poke. And just in case you caught someone flinching, it combos on hit.

Dante/Ryuenjin [AD j.:h: + Call Zero]

  • Combos on hit and gives you a free teleport mixup on block. Really easy to hit confirm off the hit, and even easier to choose sides to mixup after the teleport mixup.

Also, some of my Dante/Ryuenjin extensions:

After Stringer Wallbounce Midscreen

  • :df::h::h::h: ~ :f::h: BC :d::d::s: > (after teleport, in midair) j.:d::h::h::h: + Call Zero (After more than 3 hits) xx Hammer

Regular Corner BnB

  • Cold Shower > Stringer > Call Zero (during Stringer recovery) > (Zero starts hitting) Acid Rain > :s: xx SJC Up > j.:s:

My Hammer/j.:s: Confirm in the Corner (works as late as possible)

  • Hammer > Volcano xx JC > j.:h: xx Air Play > j.:h: > land > :s: xx SJC Up > j.:h: xx Killer Bee > land > dash back :s: ~ :h: ~ :f::h: > Call Zero (during Stringer recovery) > Acid Rain > :s: > j.:s: > Volcano ~ Beehive > Stringer BC Volcano ~ Beehive. [Dmg: 750k or something]
    EDIT: Damage is 793k and Builds 1.5 meters.

Here some more options for Dante using Zero’s Ryuenjin assist… [media=youtube]wIR37tp-5d4[/media]

Its really easy for zero to go same corner actually. I almost never have to go full coast to coast, though for some reason I never see anyone using it. Just do blahblahblah s.S -> j.mmh -> buster -> lightning back to the corner. The key is you have to sorta delay the j.mmh so zero crosses under the character he’s juggling, which is actually easier to time than not switching sides with this combo imho. If you do it right, the buster and lightning go back to the corner you started in. Still does decent damage since you’re really just skipping a j.S and a Dive from the normal corner combo.

Said it in the combo thread, the easiest one BY FAR is magic series, launch, sj.d+H. j.M xx M Hienkyaku (changes side) xx lv 3. Buster

It’s better than MM xx M Hienkyaku too since it works on everyone, where MM doesn’t work on chars like Sentinel and can be a bit iffy

Yeah I do this same combo actually all the time. I was just talking about a way to combo off dante assist that brings them right back and gets you quite a good piece of damage.

Just teleport so you crossup after JS then jump buster into jump loop no?

That is so much harder than just magic series without j.S replaced with buster lightining. It is just like vanilla zero combos, so I don’t have much of a problem landing it.

Never tried it myself tbh after a JS hit confirm if I wanna change sides I always jump up, do M Hienkyaku and let go of buster the rest is up to you. I guess it’s out of habit why it’s fine for me. To each their own, so long as it works.

So if I run Zero/Doom/Dante. What would be the standard combo for Zero/Dante using Jam Session? (Charge buster) C.M, S.H, 6H, S, Sj.MMHS, land, j.236 H, release buster, 623 L (charge L), S.H, S, Sj. MMHS, land j.236H, release buster, 623 L (charge L), land, Call Dante, S, Sj. S, S, 236 H, release buster, 623L (charge H), activate sougenmu?

Is that about right?

The knowledge being dropped in here is priceless. Really appreciate the info. It has helped my game a lot. Just wanted to say that.

Do you not want to incorporate hidden missiles or plasma beam in there too? If you do:
[media=youtube]cqR-QNI15bI[/media]
and
[media=youtube]nXbCmD1BOoI[/media]

Course you can just use any corner carry and slap on the hidden missiles and jam session enders at the end of them too.

Hey kef you have a list of characters you can do the fuzzy guard set-up on? I’ve been using fuzzy guards with zero and there just way too good.

Another mix-up i like doing is m… h… call jam session… teleport behind… if they block that mix-up you can jump up and air dash forward or backward right away and h. If you do this mix-up right it becomes another left/right mix-up they have to block.