Not sure if anyone pointed this out already, but Zero can use Dorm’s Dark Hole assist for relaunch even deep in the corner. The secret is to sj.7 instead of 8 or 9, and then hold 6 while you combo j.M j.M j.H, and then release 6 before hitting S. This causes Zero to land close enough to hit with Dorm’s Dark Hole without whiffing Sentsuizan.
This is awesome news. I’ve been wanting to try out Dorm on my team but this was keeping me from doing so. Thank you!
Thats a lot of unnecessary work to hit Dark Hole in the corner…Just do the air combo by going 8 after S and after you land, jump up back and do Sentsuizan. Works every time.
Interesting stuff.
With 7 you mean up-back right? Just to be sure.
i use samurai edge for otg stuff for zero
Yes. sj with up-back (7), hold forward (6) while you combo j.M j.M j.H and then let go for S. You should land considerably closer than if you had just sjumped 7 alone, but farther away than if you had just sjumped 8 or 9, which is simultaneously good range for both Dark Hole and tk Sentsuizan.
If you do an extended ground combo with 2C you usually end up too close for Dark Hole even if you jump 8.
Has anybody had any luck with zero/ammy/wolvi or any order of the characters, right now i have two teams
wolvie/ammy/akuma
zero/ammy/deadpool
but i really want to use wolvie/zero/ammy but they don’t have any otg assist to help zero out,i was wondering if anyone is running a similar team with any success and how are you playing them?
I tried it out, exact same method worked. I just did LM c.H f.H LMH f.H SJ8.MMHS Land Call Dark Hole and Jump back, Dive and relaunch. shouldn’t be any different.
Zero doesn’t need OTG assists, he needs Multi Hit assists. While Wolverine has those, they’re really bad so I suggest Ammy’s Cold Star Assist. Just do your combo into knockdown, Call Ammy out, jump and Dive and Ammy will keep them up while you recover and relaunch. It is a bit tricky though cause you have to time everything just right but it does work.
If you run Wolverine on point, you can use Cold Star to pickup crossup Berserker Slash and when you knock them down after an air combo, Zero’s Shippuga Assist can hold them just long enough after Wolverine’s OTG :df:M to combo into H Berserker Barrage and when you mash it out and get the last hit that goes into Berserker Barrage X
I’ve been messing around with throwing assists into the starting ground series to extend it, or just get the assist damage added in there. For most of the ones I tested you should do:
:l::f::h::l::h::a1::f::h:, then the assist hits. (Press assist as you press :f::h:.) Get any attacks in you can while the assist hits (preferably :h: Hadangeki), then if they are still standing on the ground, follow with :d::h::f::h::l::h::f::h::s: j. Charge Shot, etc. If they are airborne and close enough to the ground, :l::h::f::h::s:, etc. The hit stun decay on this combo is still low for the damage, depending on the assist.
Examples of some exceptions:
For assists that do a wall bounce, midscreen dash forward after the :f::h: and hit them with :l::h::f::h::s:, etc. In the corner, dash backwards instead.
For Taskmaster’s vertical Aim Master, launch after the :f::h:, dash forward, :h::f::h::s:, etc.
For Dante’s Jam Session, in the corner you can get :h: Hadangeki in, then :l::h::f::h::s:, etc. Midscreen you need to Hienkyaku to catch the opponent in :h::f::h::s:.
For Doom’s Plasma Beam, :l: Hienkyaku after the :f::h: midscreen. In the corner, :h: Hadangeki and call him a little later.
For Hidden Missiles, call him as you do the first :f::h:.
For Akuma’s Gohadoken, Tron’s Gustaff Flame, and Magneto’s EM Disruptor, call them after the first hit of the second :f::h:.
For Akuma’s Tatsu midscreen, you need to dash forward before doing :l::h::f::h:.
For Akuma’s Hyakki Gojin, call after the second hit of the :h:.
For Sentinel’s drones, call after the first hit of the :h:.
For Doom Plasma beam, you don’t need the :l: Hienkyaku, just dash and hit them with a :h::f::h:(1 Hit) :s:
Zero OTGs by his own, like I’ve explained in my series of beginner videos. He can OTG by his own with Setsuizan, so if you called an assist just before doing Setsuizan (green dive kick), the assist will keep them in place to continue the combo. You can find more beginner videos on the Video Thread.
Also, I am guessing you want to use Ammy’s Cold Star assist. In the corner, you can actually continue combos with her doing this:
-When you land from fly-screen, call Ammy quick and then normal jump up. At the very peak up your jump, Setsuizan, and Ammy Cold Star will hold them there. You can also do this at the very end of a combo so Ammy hold them for Rekkouha.
Where can I find these beginner videos? I couldn’t find them in the video thread.
Zero can OTG by himself. You may be wasting an assist.
He can still use samurai edge for an unblockable setup no?
Thanks man appreciate the help I will practice that tonight.
Most definitely. You’re right.
I mean it isn’t a good DT combo but you can just DT, teleport, flame wheel (qcf H in air) and then million dollars. I find if you do a full zero combo including dante assist this kills most of the cast, but takes 3 meter.
Question. I used to run Zero/Sent/Akuma and recently switched up to Zero/Doom/Dante to try something different. I used to initiate a block string and call out sentinel to help create a safe up close mixup game with drones. I’ve been told that Doom’s plasma beam assist was better for this sort of thing, but I’m having trouble comboing anything afterwards.
I try to do the same thing: Get in close, initiate blockstring, call doom, and command dash crossup. It feels like the way beam works though doesn’t really leave too many options after it hits. I’ve tried to jump up and intercept with MMH loop, but a lot of times the op will just fly past zero, or the loop will only hit twice on the j.H, stopping me from comboing further.
So, does anyone have experience with this? I understand the importance of using doom’s beam to get in, but it’s mixup potential seems low. Are there any decent combos out of beam? Should I just switch to hidden missles? Thanks for the help.
The main thing you want to do with the beam is two reps of the loop (not that loop, but the Shippuga to s.l link loop) with all hits of the s.h and Shippuga, then just launcher>j.m>j.m>release lv.3 buster and you know what else. Definetly not low otential for mix-ups, probably the best out of any assist IMO, even better than Sent Drones, Ammy Cold Shots, and Wesker’s Samrai Edge.
Mixup potential is actually quite strong. Doom comes from way off screen where hes pretty much always safe unless called out specifically. Zero gets the benefit of getting right back in on pressure if hes gets pushed blocked and crossups are a lot harder to see since the beam is much faster than drones. Drones are good for sure, but they’re really slow and it makes it hard to stay in while pressuring. You just have to experiment with it to see how it can work. Also the Beam is really really good help with keep away on some of the heavier cast like Tron and Haggar. Call Doom, Throw Hadangeki and cancel into Sougenmu and just start throwing Heavy Hadangeki and charge on L. Just before it runs out, Call Doom and release the Buster and cancel into Sougenmu and repeat. If done right, they’re literally stuck in blockstun the entire time.