after launcher you land, call dante assist (jam session) jump, qcf + h, h, s, m, m, h, s, raigeki into whatever you want.
charged fireball is only good from what I’ve seen, in flashy combos. It can catch someone off guard, but it’s not that great IMO. If someone can tell me otherwise it would be great. It can be used in the air to stop Dormammu and his traps? Cause it shoots diagonally down???
Dive kick sucks.
Advancing guard is zero’s main problem. I would say that the best bet is not to catch yourself in a situation where people won’t be able to use it because you will be using resets and mix ups to hit them before they have the opportunity to push block.
Zero + sentinel drones seems to remedy a lot of the advance guard problems that Zero has. If someone attempts to push block you and you use h teleport, you will have to work you way in. If someone push blocks you while you call sent drones and m teleport a mix up game initiates; you crossover with the drones coming from the other side. I’d say the best time to use h teleport is when you actually hit the opponent on the ground, this allows you to crossover effortlessly with his j. h.
Of note, After successful landing of Raigeki, you can X cancel into shadow clones, dhc to dante and devil trigger, and have enough time to safely tag out. Now you have two powered up assists. Although, why would you want to waste X factor with your first character???
Random tidbit: Today I fought cap and it was a bitch to get in against his projectile shield. The way I got through was shooting sent drones and using h hadanki. When cap would land he would be forced to block and take damage from hadanki. Then I would be able to jump m teleport j.h to get in. Cap is really gay.
You can go for a relaunch combo. He doesn’t actually need an OTG assist though. Any assist that hits forward will be useful. You call any forward hitting assist while he lands after j.S, then do Sentsuizan, after you OTG, the assist should hit giving time to relaunch. This is much harder to hit out of the corner however, if you really need an assist for relaunch, you may want to consider an OTG assist
For relaunch combos mainly. It is useful outside of it though, the Lvl 3 Buster travels fast and has alot of hitstun, it’s a decent option for a long range punish. I’ll often use it to punish something like Maximum Wesker if he lands far away, if you are close enough you can combo after it, and you can combo from it directly into his Level 3
His dive kick doesn’t hit overhead, so it’s mostly just a combo extender. It also combos after j.M. Makes for a nice instant overhead against Sentinel
Sougenmu negates Advancing Guard once you activate. You can use it to stay on someone trying to push you out, then freely go into command dash mixups. You can also keep a Buster charged, once they push you out, release, which will force them to block and give you time to keep up the offense. This has only been successful for me with his Lvl 3 shot though, his other ones are pretty bad
Quick question about ppl that spam shorts and crouch block(Ryu deadpool)…like when i send out my assist they get eatten by the shorts nd when i do s. :h: it gets beaten out like ummm…do they have massive priority or sumthinq or im just rly stupid being lamed out lol??
How do you do a very low raikousen? i can’t seem to do it. Is there a technique to pull it off faster off the ground? Whenver I do, I wind up with the dive hit.
From the ground do: :dp::uf::l: If you’re getting Sentsuizan try returning the stick to neutral before inputting the :uf:. To be honest though I can only do TK Raikousen from the left side of the screen, but I also think I need a new spring in my stick or a new stick altogether.
@Richboy:
standing h beats mostly everything, the priority on that move is amazing. Anyways, crouching shorts should fear you… You do j.hp and they’re almost forced to block or take it. Only certain characters can beat j.hp, such as hulks s.h, haggars lariat, tron’s aaa, and some other moves.
I take back what I said about the fireball (the 3hit one), it has it’s uses. Zero can use it to play keepaway. He can’t play keep away well, but he can force certain characters like haggar and hulk to take some damage. 3 hit fireball does decent damage, but it’s nothing to write home about.
Dive kick has it’s uses…Not abusable but good with hp teleport (in certain circumstances) and it’s a good option after sj level 3 fireball. It brings Zero down quickly and it recovers really well.
Could someone answer this for me?
What can the level 3 fireball beat? I’m wondering this because I encountered a taskmaster with tron aaa and it was extremely difficult getting in. I would like to know just in case taskmaster fires standing light arrows at me. Maybe that would get his moving.
Lolz thanks I just noticed 2day earlier but now looked at it…ive been doinq pretty qood with my zero tho with mixups and unblockable setups with wesker nd my execution is very much on point i qet my advanced bnb’s down pretty well with one touch
This is a really scrub question, but I’m having extreme problems landing the Rekkoha after a knockdown. Does it mean I’m doing it too slow after marvel series.
Yup. As soon as you touch the ground with Zero do it. You should have no problem landing it. Make sure jumping fp hits at least 2 times before you jumping s, land and cancel into rekkoha.
I don’t know if you can hit with the j. fp once, s, rekkoha because j.fp moves you closer to the opponent with each hit, allowing you to rekkoha once you land. There have been some instances where I’ve literally been to far away to land the rekkoha in a combo (due to lag and me messing up combos).
It works better if Zero’s closer to a corner, and you wring for it as soon as your opponent is about to hit the floor (or at least as soon as Zero lands.) Here’s a basic idea:
For anyone that uses C. Viper OTG assist to extend combos with Zero:
What do you do to extend the combo? After Viper assist OTG, I generally do j.:h: -> Shippuga -> :s: to relaunch. However, I can’t get it down 100% for the life of me. I can only hit it 30% of the time. I’m guessing the timing is rather strict, but I just can’t seem to figure it out. Is there any advice you can give me on that or is there anything else I can do after Viper OTG assist to relaunch? I know I could just do Shippuga, but it feels like I could get more damage out of it.
Ok…is there any counter to trish dive kick ive tried SOOOOOOO much to find an answer for it and I cant…it smacks my j. :H: j. :S: s. :C:, Launcher…hadangeki…ryuujin…and teleports…i send out my assist they get hit along the way and free combo and its like i cant punish trish launcher either…uuuqh shes so annoying
You can push block her, teleport over her with drones assisting, cross her up and rush her down. It shouldn’t be that must of a problem. You can also use h teleport to get above her and stop her dive kick. LOL for real, you have a lot of options…You could also use ryuenjin, a good assist such as dante aaa, tron bonne aaa. Another option is to get below her if she’s high enough that way you cross over to her other side safely, throw out a random standing h, she’ll eat it if she tries to land and presto magico she’s your bitch.
This is probably common knowledge already, but if zero hits the point character and assist at the same time and does launcher sj mp, mp, h , the jumping h will only hit twice in the air. So it’s best to hit S as soon as it hits twice so you can land and use rekkouha. If not you will miss the combo, not sure in the corner however.