Effectiveness: S+
Difficulty: D
[j.:s: (ground bounce) > slight pause > qcf.:l: (capture) > tag Zero > :s:]
- The absolute best tag teammate for Zero is his Megaman partner Tron Bonne. Tron can just tag into from almost anywhere by herself. The convenient thing is here that Tron’s normals/specials do not affect HSD significantly. Zero can get very big combos even after Tron does a complete combo on her own. This duo doesn’t really need another assist for meter/damage purposes seeing how they do such large amounts of damage on their own. I also believe this combo works on every single character in the game because it does not require the use of Zero’s raw tag hitting. Team Megaman, where are you X?
double j.l - corner to corner cr.l - crossup j.h - corner throw - air grab etc.
Spoiler
Double j.l
- j.:l: > j.:l: > cr.:l: > s. > :f::h: xx dp.:h: (non-mashed) > s.:l: > s. > :f: JC j. > j.:h: > j.:s: (ground bounce) > slight pause > qcf.:l: (capture) > tag Zero > :s: (Hold Buster) > j. > j. > j.:h: > j.:s: >call Tron-b > OTG j.qcf.:h: > [Tron hits] :s: > j.:d::h: > j.:s: > OTG j.qcf.:h: xx Release Buster xx dp.:l: xx Sougenmu into Lightning Loop.
corner to corner
- cr.:l: > s. > :f::h: xx dp.:h: (fully mashed) > s.:l: > s. > :f: JC j. > j.:h: > j.:s: (ground bounce) > slight pause > qcf.:l: (capture) > tag Zero > :s: (Hold Buster) > j. > j. > j.:h: > j.:s: >call Tron-b > OTG j.qcf.:h: > [Tron hits] :s: > j.:d::h: > j.:s: > OTG j.qcf.:h: xx Release Buster xx dp.:l: xx Sougenmu into Lightning Loop.
j.:h:/cross-up j.:h:
- j.:h: xx dp.:h: > land > :f: JC j. > j.:h: > j.:s: (ground bounce) > slight pause > qcf.:l: (capture) > tag Zero > :s: (Hold Buster) > j.:d::h: > j.:s: >call Tron-b > OTG j.qcf.:h: > [Tron hits] :s: > j.:d::h: > j.:s: > OTG j.qcf.:h: xx Release Buster xx dp.:l: xx Sougenmu into Lightning Loop.
throw (corner)
- s.:l: > s. > :f: JC j. > j.:h: > j.:s: (ground bounce) > slight pause > qcf.:l: (capture) > tag Zero > :s: (Hold Buster) > j. > j. > j.:h: > j.:s: >call Tron-b > OTG j.qcf.:h: > [Tron hits] :s: > j.:d::h: > j.:s: > OTG j.qcf.:h: xx Release Buster xx dp.:l: xx Sougenmu into Lightning Loop.
air grab (anywhere)
- Air Dash j. > j. > s. > :f: JC j. > j.:h: > j.:s: (ground bounce) > slight pause > qcf.:l: (capture) > tag Zero > :s: (Hold Buster) > j. > j. > j.:h: > j.:s: >call Tron-b > OTG j.qcf.:h: > [Tron hits] :s: > j.:d::h: > j.:s: > OTG j.qcf.:h: xx Release Buster xx dp.:l: xx Sougenmu into Lightning Loop.
throw (midscreen)/command grab (close to corner)
- dash > dash > cr.:h: + Zero-a > SJ j. > j. > j.:h: > j.:s: (ground bounce) > slight pause > qcf.:l: (capture) > tag Zero > :s: (Hold Buster) > j. > j. > j.:h: > j.:s: >OTG j.qcf.:h: xx Release Buster xx dp.:l: xx Sougenmu into Lightning Loop.
*you can insert an extension here to add more damage here.
Video by Kef
Spoiler
[media=youtube]bF577H62Oj0[/media]
Effectiveness: A+
Difficulty: B
*[qcf. xx :h:Teleport > j.:df::h: > Tag Zero > s. > :s: others also used]
- At first glance, this duo doesn’t offer much to each other. With the discovery of this tag combo, this duo became a lot more scary. Wesker is not killing everybody in the game from command grabs, teleport crossups, and all other hits only worthy of a god.
The difficulty of the combo is something to discuss. The main combo path can take some time to practice, but Wesker players can probably get it down easily. The true reason for the difficulty being higher than others is because unlike for example Tron, Wesker/Zero players have to learn a lot more ways to raw tag into Zero. Not every combo follows the same path. No Tron difficulty, but still very very viable.
corner to corner cr.l - near to corner/midscreen l command grab - disruptor crossup etc.
Spoiler
{_} = Optional
corner to corner/midscreen cr.:l:
- {j.s} cr.:l: > cr. > cr.:h: xx qcf. xx :h: Teleport > j.:df::h: > Tag Zero > s. > :s: > j. > j. > j.:h: > j.:s: > call Wesker-b OTG > cr.:h: > :s: > j.:d::h: > j.:s: > OTG j.:h: xx release Buster xx dp.:l: xx Sougenmu into Lightning Loop
near to corner :l: command grab
- hcb.:l: > dash > cr. > s.:h: (2 hits) xx qcf. > Tag Zero > s. > :s: > j. > j. > j.:h: > j.:s: > call Wesker-b OTG > cr.:h: > :s: > j.:d::h: > j.:s: > OTG j.:h: xx release Buster xx dp.:l: xx Sougenmu into Lightning Loop
corner to corner/midscreen :l: command grab
- hcb.:l: > dash > s.:h: (2 hits) xx qcf. xx :h: Teleport > j.:df::h: > Tag Zero > s. > :s: > j. > j. > j.:h: > j.:s: > call Wesker-b OTG > cr.:h: > :s: > j.:d::h: > j.:s: > OTG j.:h: xx release Buster xx dp.:l: xx Sougenmu into Lightning Loop
disruptor crossup
- Call Magneto-a > Teleport > cr. > cr.:h: xx qcf. xx :h: Teleport > j.:df::h: > Tag Zero > s. > :s: > j. > j. > j.:h: > j.:s: > call Wesker-b OTG > cr.:h: > :s: > j.:d::h: > j.:s: > OTG j.:h: xx release Buster xx dp.:l: xx Sougenmu into Lightning Loop
corner :h: command grab
- hcb.:h: > very slight pause > Tag Zero > s. > s.:h: > :f::h: > :s: > j. > j. > j.:h: > j.:s: > call Wesker-b OTG > cr.:h: > :s: > j.:d::h: > j.:s: > OTG j.:h: xx release Buster xx dp.:l: xx Sougenmu into Lightning Loop
air grab (hard)
- dash > dash > s.:df::h: > cr. > s.:h: (2 hits) xx qcf. xx :h: Teleport > j.:df::h: > Tag Zero > :s: > j. > j. > j.:h: > j.:s: > call Wesker-b OTG > j.dp.:l: > land > dash > s.dp.:h: xx release Buster xx j.dp.:l:
Video by Kef
Spoiler
[media=youtube]wYyLLJLEYSc[/media]
Effectiveness: B+
Difficulty: D+
[:s: > j.:h: xx j.qcf. > Tag Zero > Call Jill-b > j.qcf.:h: OTG > dash > :s:]
- The double invincible CC duo. Very simplistic combo path into the tag, so you don’t have to worry much about memorizing these since most are the same. Make sure to cancel Jill’s j.:h: into j.qcf. as quick as possible. You might also have to give Jill time to cool down before you call her, so just get used to waiting for the assist to be ready.
Tag combo is possible from Jill’s really fast crossups and her command grabs. This combo can also work with mixups using assist such as Sentinel Drones or Magneto’s Disruptor. Comfirming random hits at SJ height into j.qcf. in hopes of getting the tag combo is not very recommendable outside the corner, because midscreen, the bounce acts differently from that height not allowing Zero’s tag to hit the opponent properly.
fh overhead, near corner to corner j.s crossup, command grab, jump loop
Spoiler
cr.l/j.s (anywhere except from inside the corner)
- {j.:s:} > cr.:l: > cr. > s.:h: > s.:h: xx :d::d::s:~:h: JC j. > j.:h: > j.:s: > cr.:h: > :s: > j.:h: xx j.qcf. > Tag Zero > wait > call Jill-b > j.qcf.:h: > dash > {cr.:h:} :s: > j.:d::h: > j.:s: > OTG j.qcf.:h: xx release Buster xx j.dp.:l: xx Sougemu into Lightning Loop
command grab
- dp.:h: > s.:l: > s. > s.:h: > xx :d::d::s:~:h: JC j. > j.:h: > j.:s: > cr.:h: > :s: > j.:h: xx j.qcf. > Tag Zero > wait > call Jill-b > j.qcf.:h: > dash > {cr.:h:} :s: > j.:d::h: > j.:s: > OTG j.qcf.:h: xx release Buster xx j.dp.:l: xx Sougemu into Lightning Loop
:f::h: overhead
- :f::h: xx j.qcf.:l: > cr. > s.:h: > s.:h: xx :d::d::s:~:h: JC j. > j.:h: > j.:s: > cr.:h: > :s: > j.:h: xx j.qcf. > Tag Zero > wait > call Jill-b > j.qcf.:h: > dash > {cr.:h:} :s: > j.:d::h: > j.:s: > OTG j.qcf.:h: xx release Buster xx j.dp.:l: xx Sougemu into Lightning Loop
jump loop
- (oppoent jumping a NJ height) j. > j.:h: > j.:s: > :s: > j.:h: xx j.qcf. > Tag Zero > wait > call Jill-b > j.qcf.:h: > dash > {cr.:h:} :s: > j.:d::h: > j.:s: > OTG j.qcf.:h: xx release Buster xx j.dp.:l: xx Sougemu into Lightning Loop
Video by Kef
Spoiler
[media=youtube]D6CJ4I2rVJw[/media]
Will update to a better video.
Effectiveness: B-
Difficulty: B+
[satellite shot > wall cling ~ :h: (ground bounce) > Tag Zero > s. > :s:]
- My MVC2 main and my MVC3 main. This combo is mainly used when Strider is snapped in and gets a hit. This is common in teams such as Zero/Vergil/Strider, Zero/Doom/Strider, but most notably, Zero/Dante/Strider. Strider is such a powerful anchor that most players want to kill him before he pops orbs or XF3. With this tag combo, Strider can still kill anyone if the incoming mixup on the snap was not succesfull. This combo can also be used with the less common Strider/Zero teams with Strider on point teams (w/ Magneto/Sentinel).
The big weakness of this combo is that is not possible in the corner, and random hit conversions require on point memorization of the attacks you can use because they are very specific. You also are required to have the satellite before the combo with most team setups (except for throws).
corner to corner j.s - midscreen throw/air throw
Spoiler
j.s/cr.l
- (w/Satellite) {j.s} cr.:l: > cr. > s.:h: > s.:f::h: xx dp.:l: xx qcb.:s: xx qcf.:s:~:h: > Tag Zero > s. > :s: > j. > j. > j.:h: > j.:s: > OTG j.qcf.:h: xx release Buster xx j.dp.:l: > call Strider-y > wait as much as possible > s.dp.:h: > (Strider hits) j.qcf.:h: xx release buster xx j.dp.:l: xx Sougenmu into Lightning Loop
Needs update.
Videos by bahustanut/Kef
Spoiler
[media=youtube]i_-BUkq_WhQ[/media]
[media=youtube]6QkYZbVjaZQ[/media]
[media=youtube]pDL8r8riE4c[/media]
Effectiveness: B+
Difficulty: C+
*[cr. > s.:h: xx qcb.:h: xx bdp.:l:/ > Tag Zero > s. > :s: others used]
- Hunters. Very easy combo which only flaw is that is requires at least one teleport. Unlike with Strider, you always have the teleports with you unless you use them. Gaining back your teleports is not much trouble to good Deadpool players anyway. Pick between the :l: or teleports if you are midscreen or in the corner.
The combo itself is really good because Deadpool barely increases the HSD so Zero gets a full combo after the tag. Still trying to find ways to combo from corner grabs. Combos are also not possible from air grabs.
cr.l/j.s - midscreen grab - fm overhead
Spoiler
cr.l/j.s
- {j.s}{cr.l} cr.:l: > cr. > s.:h: xx qcb.:h: xx bdp.:l:/ > Tag Zero > s. > :s: > j. > j. > j.:h: > j.:s: > call Deadpool-b > j.qcf.:h: OTG > :s: > j.:d::h: > j.:s: > OTG j.qcf.:h: xx release buster xx j.dp.:l: xx Sougenmu into Lightning Loop
midscreen grab
- grab > dp.:h:~:h: > wait > Tag Zero > s. > :s: > j. > j. > j.:h: > j.:s: > call Deadpool-b > j.qcf.:h: OTG > :s: > j.:d::h: > j.:s: > OTG j.qcf.:h: xx release buster xx j.dp.:l: xx Sougenmu into Lightning Loop
:f: overhead
- :f: xx dp.:h:~:h: > wait > Tag Zero > s. > :s: > j. > j. > j.:h: > j.:s: > call Deadpool-b > j.qcf.:h: OTG > :s: > j.:d::h: > j.:s: > OTG j.qcf.:h: xx release buster xx j.dp.:l: xx Sougenmu into Lightning Loop
Video by Kef
Spoiler
[media=youtube]r3v5Vs2EnhI[/media]
Effectiveness: A
Difficulty: C+
*[dp. > dp.:l: > cr. > s.:h: > Tag Zero > :f::h: > :s: others used]
- Surprisingly, many people wanted to use this guy with Zero in the team thread IIRC. Damage of the combo is really good because Zero gets a full combo with RR. This combo is can be done from anywhere, but it is a bit stricter the further you are from the corner. This combos damage is not as good as with the other characters with RR and Zero alone, but with extensions like Hidden Missiles or Jam Session, the damage is probably among the highest of the tag combos because you can also use Log Trap extension after any of these extensions (in video).
Even though RR can combo into dp. from his grabs, it hits the opponent to late to give the ground bounce for the tag.
cr.l/j.s - log trap
Spoiler
cr.l/instant overhead j.s
- {j.s} cr.:l: > s. > s.:h: > s.:f::h: > :s: > j.:l: > j.:l: > j. > j. > delayed j.:s: > :atk::s: > dp. (ground bounce) > dp.:l: > cr. > s.:h: > Tag Zero > :f::h: > :s: > OTG j.qcf.:h: xx release buster xx j.dp:l: > Sougemu into Lightning Loop
log trap (anywhere except corner)
- dp.:h: > dash > Tag Zero > cr.:l: or s.:l: > s. > s.:h: > :s: > j. > j. > j.:h: > j.:s: > call RR-y > j.qcf.:h: > (RR hits) :s: > j.:d::h: > j.:s: > OTG j.qcf.:h: xx release buster xx j.dp:l: > Sougemu into Lightning Loop
Video by Kef
Spoiler
[media=youtube]G4vH14W3pJg[/media]
Will update.
Effectiveness: S
Difficulty: B+
[cr.:h: > s.:f::h: JC ADF j.:s: (whiff) > Tag Zero > s. > :s:]
- Allow me. This tag combo is probably one of my favorites at the moment, probably only second to Tron’s. MODOK can tag into Zero from almost anything that he has. If it allows for a wall-bounce, that means Zero can continue the combo, as simple as that. The combo also gives Zero a full combo BTW, if the rest wasn’t enough.
The only thing is that this combo require faster movements than other combos and also some memorization. Until now it is all petals and roses but this MIGHT be character specific. Doubt it, but it might be. Highly doubt it. Doubt it.
j.l - cr.h - j.s - throw midscreen - throw corner - airgrab corner
Spoiler
j.l midcreen
- j.:l: > cr.:l: > s. > cr.:h: > s.:f::h: JC ADF j.:s: (whiff) > Tag Zero > s. > :s: > j. > j. > j.:h: > j.:s: > call MODOK-y > j.qcf.:h: > (MODOK hits) :s: > j.:d::h: > j.:s: > OTG j.qcf.:h: xx release buster xx j.dp.:l: xx Sougenmu into Lightning Loop.
cr.h midscreen
- cr.:h: JC ADF j.:s: > delayed s.:f::h: JC ADF j.:s: (whiff) > Tag Zero > s. > :s: > j. > j. > j.:h: > j.:s: > call MODOK-y > j.qcf.:h: > (MODOK hits) :s: > j.:d::h: > j.:s: > OTG j.qcf.:h: xx release buster xx j.dp.:l: xx Sougenmu into Lightning Loop.
throw midscreen
- throw > dash > cr. xx qcb.:s: > j.:s: > delayed s.:f::h: JC ADF j.:s: (whiff) > Tag Zero > s. > :s: > j. > j. > j.:h: > j.:s: > call MODOK-y > j.qcf.:h: > (MODOK hits) :s: > j.:d::h: > j.:s: > OTG j.qcf.:h: xx release buster xx j.dp.:l: xx Sougenmu into Lightning Loop.
throw corner
- throw > cr. xx qcb.:s: > j.:s: > cr.:h: > s.:f::h: JC ADDB j.:l: (whiff) > Tag Zero > s. > :s: > j. > j. > j.:h: > j.:s: > call MODOK-y > j.qcf.:h: > (MODOK hits) :s: > j.:d::h: > j.:s: > OTG j.qcf.:h: xx release buster xx j.dp.:l: xx Sougenmu into Lightning Loop.
j.l corner
-
- j.:l: > cr.:l: > s. > cr.:h: > s.:f::h: JC ADD j.:l: (whiff) > Tag Zero > s. > :s: > j. > j. > j.:h: > j.:s: > call MODOK-y > j.qcf.:h: > (MODOK hits) :s: > j.:d::h: > j.:s: > OTG j.qcf.:h: xx release buster xx j.dp.:l: xx Sougenmu into Lightning Loop.
cr.h corner
- cr.:h: JC ADF j.:s: > delayed s.:f::h: JC ADD j.:l: (whiff) > Tag Zero > s. > :s: > j. > j. > j.:h: > j.:s: > call MODOK-y > j.qcf.:h: > (MODOK hits) :s: > j.:d::h: > j.:s: > OTG j.qcf.:h: xx release buster xx j.dp.:l: xx Sougenmu into Lightning Loop.
Video by Kef
Spoiler
[media=youtube]ftDf8yQY0co[/media]