" Tons of damage to report, moving to next area." - Zero Combo Thread

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New combo thread because I really thought it was needed due to all of the new combos discovered. Here you can find Zero’s BnB Combos, tips on how to extend combos with assist, and discussing the best combo opportunities for specific situations on a match. Submit your combos with the damage they do and the meter you gain with them. All combos must work with 2 hits of j.:h:, j.:m:, j.:s:, and at least 1 c.:l: to optimize usefulness.

If you feel you should receive credit for any findings or combos I mentioned, feel free to comment here or message me through SRK :).

Solo

Shippuga Loop - (Midscreen, Corner)
c.:l: (Start Charging Buster)>c.:m:>c.:h:>:f::h:>s.:l:>s.:m:>c.:h:>6:h:>s.:l:>s.:m:>c.:h:>:f::h:>:s:>j.:m:>j.:m:>Release Lv.3 Buster>:f::d::df::l:>:s:>j.:m:>j.:m:>j.:h: (3 Hits)>j.:s:>land>Rekkouha
*: Can be substituted with a s.:h:.
Damage: 613.700
Meter Gain: 1 and 4/10 Bars

The Shippuga loop works because Shippuga gives more frame advantage on hit while the opponent is in the air, which the c.:h: helps to do. Up to 3 loops can be done. Characters tend to switch sides after every Shippuga so adapt accordingly. The c.:h: is the best option for damage and less hitstun deterioration, but s.:h: can be used instead, but note that is better to speed up the s.:h: so it does less hits so you can guarantee that the combo doesn’t drop later on. The trick to charging between the loop is to start charging while holding the :l: button, and switching to holding :h: on every Shippuga, then finally switching again every s.:l:. You can begin charging a second buster on the :f::d::df::l: in case you need it for later on. This combo works against everybody, but with Storm you need to speed up the s.:h: if you are using them instead of the c.:h:s. If you are having a hard time landing the :s: after the :f::d::df::l:, try using air :d::db::b::l:>land>forward dash>:s: instead. You can only land two loops if you hit an opponent mid-air, very important so you dont drop your combo.
AvariceX Says:
Also because I’ve been taking so long to post the video I’ll just come out and say it: there’s a better option than j.:dp::l: after a Buster, but it is spacing specific and requires a little tighter execution to pull off full combo:
Release Buster Lv.3 > j.:qcb::m: j.:h: s.:m: s.:h: :f::h: s.:s: j.:m::m: Release Buster Lv.3 > :dp::l: s.:s: j.:m::m::h::s: Rekkoha
You get a little more damage, but you really do need to be aware of your spacing because it won’t work from all distances

DarkDeath Loop - (Midscreen, Corner)
s.:l:>s.:m:>s.:h:>:f::h:>:s:>j.:m:>j.:m:>j.:h: (3 Hits)>j.:m:>land>j.:m: (Normal Jump Forward)>j.:m:>j.:h: (3 Hits)>j.:m: (Normal Jump Forward)*>j.:m:>j.:h: (3 Hits)>s.:h: (1 Hit)>:s:>j.:m:>j.:m:>j.:h: (3 Hits)>j.:s:>Rekkouha
*: If you charged your buster beforehand, you can proceed into Release Buster Lv.3>:f::d::df::l:>:s:>j.:m:>j.:m:>j.:h: (3 Hits)>j.:s:>Rekkouha
Damage: 567.300 (Buster Variation - 620.800)
Meter Gain: 1 and 2.5/10 Bars (Buster Variation - 1 and 4/10 Bars)

Named after a member of the Zero forums that brought the combo to our attention. The j.:m: after the first j.:h: is a link that should be done as low as possible to ensure you don’t miss the rest. The buster variation is easier and a better option most of the time.

D-Loop - (Near Corner, Corner)
s.:l:>s.:m:>s.:h: (1 Hit)>:f::h: (2nd Hit Cancel)>Sougenmu (Start Charging Buster)>:s:>Air :d::df::f::h:>land>:s:> Air :d::df::f::h:>:s:>j.:m:>Air :d::df::f::h:>:s:>j.:m:>j.:m:>Air :d::df::f::h:>:s:>j.:m:>Release Buster Lv.3>Air :d::db::b::l:>land>Rekkouha
Damage: 796.500
Meter Gain: 5/10 Bars

Named after Destin, one of the early Zero players that contributed most combos early in the game. There are other safer, or in other words, easier variations of this combo, so experiment. This works because while you fall down of Setsuizan :):)d::df::f::atk:), your shadow comes down OTGing so you can continue the combo. It’s your choice to use Rekkouha at the end of the combo if you have enough meter and are willing to use it.

Everybody Gets Shot - (Midscreen, Corner)
Air Release Buster Lv.3>j.:f::d::df::l: (Start Charging Buster)>land>s.:m:>s.:h: (All Hits)>s.:f::h:(All Hits)>:s:>j.:m:>j.:m:>Release Buster Lv.3>:f::d::df::l:>land>:s:>j.:m:>j.:m:>j.:h: (3 Hits)>j.:s:>Rekkouha
Damage: 558.700
Meter Gain: 1 and 1/10 Bars

Cable is not in this game, so Zero is shooting everybody alone. If you succesfully land a Lv.3 Buster while zoning or baiting something, proceed into a :f::d::df::l: and combo afterwards. Try to delay the combo after the first :f::d::df::l: so you get enough time to charge the second Lv.3 Buster Shot.

Forward Air Grab Followup - (Midscreen, Corner)
Forward Air Grab>:d::db::b::l:>land>Rekkouha
Damage: 298.300

Best you’re gonna get without assists or XF.

Assists

Kef’s Setsuizan+Assist Extension - (Very Near Corner, Corner)
c.:l:>c.:m:>c.:h:>:f:H (1 Hit)>:s:>j.:m:>Air :d::df::f::h:>land>Call Assist>Air :d::df::f::h:>:s:>j.:m:>j.:m:>Release Buster Lv.3>:f::d::df::l:>:s:>j.:m:>j.:m:>j.:h: (3 Hits)>j.:s:>land>Call Multi-Hitting Assist*>Air :d::df::f::h:>:s: (While the assist is hitting)>Release Buster Lv.3>:f::d::df::l:>TK Air :d::df::f::m:>Rekkouha
*: Assists such as: Dante-a, Amaterasu-b, Chun-Li-y, etc.

My personal combo using assists from almost any character. Main formula from the combo were first introduced by Destin (Setsuizan OTG+Assist) and other members like AvariceX and Steb :):d::df::f::m: causing hard knockdown with multi-hitting assist extension). If your team doesn’t have any assists with a low of active frames, just call your assist>Air :d::df::f::h:>land>Release Buster Lv.3>Rekkouha. With assist with low hitstun like C.Viper-b, you can let them OTG by their own while you jump and Release Buster Lv.3 almost at the same time and then fall down with Air :d::db::b::l:>Rekkouha. This type of combos usually do tremendous damage, usually around 700k meterless, so try to go for them if you are near the corner. Again, this is not exact for every assist in the game, but it’s my own personal combo for most of them, I just make small changes depending on the assist.

Ride The Lighning - (Corner)
…end of combo>Call Assist>Air :d::df::f::h:>land>Sougenmu (Charge Buster during animation)>Air Buster Lv.3 Release>:f::d::df::l: (Begin Charging Buster)>TK :f::d::df::l:x4>Air Buster Lv.3 Release>[:f::d::df::l:>Sougenmu (Charge Buster during animation)>Air Buster Lv.3 Release>:f::d::df::l: (Begin Charging Buster)>TK :f::d::df::l:x4] (Repeat “[ ]” As long as you have meter)

Discovered by BlackRagna (Youtube Account). Basically, you just Tiger Knee the Raikouzens so you and your shadow both are hitting the opponent almost at the same time. This can be ended with Release Buster Lv.3>Air :d::db::b::l:>Rekkouha if wanted. Motion for the TK Raikouzens is: :f::d::df::f::uf:

Other Combos from the Community
Zero/Magneto-a/Doom-a* By Kef *06/05/2011 (Midscreen, Corner)
j.:s:>c.:m:>c.:h:>:s:>j.:m:>j.:d::df::f::h:>land>dash>call Magneto-a>TK j.:d::df::f::h:>:s:>j.:m:>j.:m:>Release Buster Lv.3>j.:f::d::df::l:>:s:>j.:m:>j.:m:>j.:h: (3 Hits)>j.:s:>land>call Doom-a>TK j.:d::df::f::h:>normal jump :u:>Air Buster Lv.3 Release>:f::d::df::l:>land>:f::d::df::h:
Damage: 748.700
Meter Gain: 2 Bars

Dante-a/Zero Anti-Air Ryuenjin* By EvilToasterofFP *06/05/2011 (Midscreen, Corner)
:a1:(Jam Session), :f::d::df::atk: (Used as Anti-Air), super jump, :s:, :d::db::b::l:, land, :l:, :m:, :h: (1-3 hits), :f::h:(1-3 hits), :s:, super jump, :m:, :m:, Release Level 3 Buster, :f::d::df::l:, land, :s:, super jump, :m:, :m:, :h:, :s:, land, Rekkouha
Damage: 507.000
Meter Gain: 1 Bar and 1/10

Videos
**Amaterasu/Zero Combos **By EvilToasterofFP 06/03/2011
[media=youtube]h9WkF2bKoMI[/media]

Zero Combo Video* By Avaric**eX* 03/17/2011
[media=youtube]6lhwEySeL58[/media]

Raikouzen Loop By dooku9876 05/14/2011
[media=youtube]HyiXFfz8OOI[/media]

Zero Combo Video By personaworld 05/06/2011
[media=youtube]MD_UqCGrZ9o[/media]

About the Shippuga loop, with the way damage scaling works it is most efficient to do a c.:h: before the first two Shippugas and a s.:h: before the third Shippuga.

Also because I’ve been taking so long to post the video I’ll just come out and say it: there’s a better option than j.:dp::l: after a Buster, but it is spacing specific and requires a little tighter execution to pull off full combo:

Release Buster Lv.3 > j.:qcb::m: j.:h: s.:m: s.:h: :f::h: s.:s: j.:m::m: Release Buster Lv.3 > :dp::l: s.:s: j.:m::m::h::s: Rekkoha

You get a little more damage, but you really do need to be aware of your spacing because it won’t work from all distances.

Here’s my flying screen relaunch combo for ya. http://www.youtube.com/watch?v=kq7fEsdBN4c

(short ground chain) :s:, super jump, *delayed *:d::h:, :h: (1 hit), :s:, land, :l:, :m:, :h:(3 hits), :s:, super jump, :m:, :m:, Release Level 3 Buster, :f::d::df::l:, land, :s:, super jump, :m:, :m:, :h: (3 hits), :s:

Also the source for the assist extension combo I believe comes from this guy http://www.youtube.com/user/Atreelol

Atreelol is Steb on SRK and SWF, and yes he did find the assist combo extension. He was also tearing it up at MATVIII earlier with Zero/Dante/Doom. Here’s hoping he placed well. I’m currently recording some material and I’ve decided that this will be the final session before I release my new combo video, regardless of whether I keep thinking of new ideas after tonight XD

If you don’t mind, post the meter gain and the full annotations with Dante and Sent assist please.

Meter gain is about 1.15 starting from the first standing S. I leave out the ground chain because it actually makes a difference, if the initial chain is just slightly too long, you can’t do the lighting dive and must relaunch with Hienkyaku L instead. You have to do the first launch quickly, and Zero can start a combo from almost any of his normals, so the damage is inconsistent. You also sometimes have to do only one or two hits of the standing H after the first flying screen. Weird stuff.

As for the ___/Sent assist extension, it only works if the Sentinel part of the combo is done second, because he needs to be called early. Here goes.

(after knockdown), :a1:(multi hit assist), :d::df::f::uf::m: OTG, :s:, :uf::f::d::df::l:, land, jump, Release Level 3 Buster, :f::d::df::l:, land+:a2: (Drones), :d::df::f::uf:(tiny delay):m:, :d::df::f::uf::h: OTG, :s:, :uf:(delay):f::d::df::l:, land, jump, Release Level 3 Buster, :f::d::df::l:, land, :d::df::f::uf:(tiny delay):m:

The tiny delays are there so the dives actually cause a flying screen knockdown. If you do the TK dive too fast, you get no knockdown.

I just posted this in the old thread, guess I’ll post it here too. Combos after Ryuenjin with Jam Session assist.

[media=youtube]ElXCUlqbbz4[/media]

:a1:(Jam Session), :f::d::df::atk:, super jump, :s:, :d::db::b::l:, land, :l:, :m:, :h: (1-3 hits), :f::h:(1-3 hits), :s:, super jump, :m:, :m:, Release Level 3 Buster, :f::d::df::l:, land, :s:, super jump, :m:, :m:, :h:, :s:

Builds just over a bar.

about the ride the lighting combo, it can actually be done solo as well, although i’m not sure the most optimal combo beforehand but this I know works

hold buster :l: j.:s: c.:m: c.:h: s.:s: j.:m: j.:m: j.:h: j.:m: j.:m: release buster hold buster :m: raikousen :l: sogenmu jump release buster raikousen :l: tk raikousen :l:x4 etc

as long as they are in the air you can pretty much release level 3 buster into raikousen sogenmu release buster raikousen then start the loop you. Also with one assist you can do a fullscreen combo and still do this loop using his standard shippuga loop launcher buster raikousen launcher mmhs assist to otg special jump buster raikousen etc.

OMFG those snap back combos are INSANE

in the very first combo there’s a “6” to substitute with :f:
good job

All my work for nothing ;(

This part should probably be moved below the “Everybody Gets Shot” combo instead of the Shippuga Loop.

You can do this way too:

Ground combo, Charging Buster, S (launcher), j.M, J.M, J.H (3hits), slightly delay, release buster, raikousen L, charging buster, Qcb + M+H, jump straight up after sougenmu animation, release buster, raikousen L, Lightning dive x4…

With Dante assist, I use the same Set Up of the BnB Combo Ender… After airborne S, Call Assist, TK Qcf + H, land, assist hits, s.S, Sougenmu (I thinks it´s need to be TK too… I´ll test soon), Jump back, delay, Raikousen L when oponent is near the ground (so the litghtning dive hits twice and the oponent bounces, give more time for next raikousen…)

Why are people only doing 4 TK Lightnings? From buster > lightning > sougenmu you can do :dp::uf::l: * 6, then jump > buster > lightning > (repeat the whole thing again if you want) TK sentsuizan > Rekkoha.

Maybe hitstun? I know a lot of the combos don’t seem to work for me because of that. Is there a setting to turn that down in training mode?

Anyway I think I want to work on the lightning loop, the j.:m: j.:H: loop and that second combo in the last vid (the one on Trish).

The only things you should be comboing after the start of the lightning loop are lightning (soft knockdown), buster (hard knockdown), sentsuizan (hard knockdown), and Rekkoha (otg); none of them are hindered by hitstun scaling.

When I first posted it, I was having problems with getting the correct timing on it so I could only get it 4 times and so was just saying what I knew , but now I do see that it can be done 6 times and get it pretty often now. Like AvariceX said at no point should they ever be able to get out of the combo due to hit stun, it is an infinite if you don’t consider meter because of shadow clone stopping meter gain.