Zero- Combo Thread

im speculating cuz i still want to perfect, or attempt to on pad anyways :lol:, my tourney teams. i doubt frank will be used about the same as ryu/morrigan as i dont think it leaves them in enough stun, not sure dont play enough franks nor have i tried him out yet and cant recall ever being by hit by it yet. on the flip side though if it does stun during combo maybe, just maybe, it could end the counter thus causing a throw like reset as far as damage goes. once again dont know the properties of stun.

tekkaman i could probably see setting up for 6C combos. surprisingly even midscreen with a good charge combo added to them you can net bout 20+K damage before baroque and just shy of 20k without a charge combo. i kinda feel polimar works bout the same as chun

Polymar adds more rush down ability due his multiple hits making his dashes safe (samuraix played with polymar/zero) . Tekkaman though makes him a zoner. you can still dash to the other side with while using T’s assist on block string but it’s not as effective since it’s on hit and has a bit of start up. You have the right idea in place. Launch after a grab.

A mid screen combo with his assist should end in a dive (unless you want to use shoryu for the damage) to keep the pressure going and help push to the corner or when he’s been grabbed from a 2C>6C>assist a jump forward C gives the a nice push as well. Because of tekkaman’s assist swinging the enemy to the other side, this makes the battlefield in open space more than the corner where zero is best at (though if your back is near to the corner, Tekkaman helps swing them back in there). Also an anti air shoryu goes into tekkaman’s assist.

Zero can build meter with his long ass combos. so if you feel you need some damage he offers good DHC options. From a 2C or a charge shot on the ground, his dhc is easier to time than the launcher>magic series>dive>DHC (which I don’t recomend doing). It takes two meters but zero gets outta there and does pretty good output for two meters. ideally though save it for megacrashes or kills. another super option combo for zero is launcher>tag out to tekkaman>d,u+B to air voltekka both these combos can be done from anywhere on the screen.

I’m using Zero / Ippatsuman now since I think Ippatsuman is the next best character from Zero. Combo with him is pretty much the same as any other assist, just mid screen you want to dash forward when ippatsu hits since it knocks them back further. All around Ippatsu’s assist is just about as useful as polymar’s with a much better character behind it, IMO.

I don’t know if it’s been said, but I found out that almost any air combo ending with j.:qcf::snkb: can be followed up with :qcf::uf::snkb: while the opponent is down.

The damage is a little less than a :dp::snkc: at the top of the air combo, but it’s comparable (about 0.400b less damage on average).

The second dive attack has to be a tiger kneed medium or else it won’t come out fast enough to hit them before they get up. Confirmed that this can be done twice in a row with a well timed Roll assist, haven’t tried it with Casshern’s assist yet, also have to see if I can link into Rekkoha with one of them.

(edit)
ok, Casshern works for the double ground dive, but other then a VHC with Roll I don’t think there’s any other ways to end the combo.

236C doesn’t combo in air combo, though.

EDIT: Also, just thought I’d share. Lately I’ve been using this stalling / meter building method from the other side of the screen.

[A] ( C 412C, airdash back, C ]A[ C ) x ?

Only takes about a two seconds to perform, and takes about 7 reps to build a full meter. If yr buster is hitting the opponent it’ll take even less.

Just somethin’ to keep in mind!

Just recorded a video showing a new combo i’m working on with Zero/Joe the Condor. I know it’s fairly simple and it only works in a corner, but i’m trying to expand on it more and I wanted to show that Joe’s assist is at least somewhat useful for Zero: [media=youtube]yJfR_mCLCas"][COLOR=#ffa000]http://www.youtube.com/watch?v=yJfR_mCLCas[/COLOR[/media]

236C,A,B,C,2C,6C(Use condor assist during 6C),3C,sjc,A,A,B,623C

23 hits, 17,243 billion damage

Any advice on how to improve it will be appreciated.

first after joe hits judging from the height he hits like chun does. so you can do A, C, dC, fC into sA… and go from there. also with the start of the comb you should have did dfC xx A dp land sA… into your fC with joe assist. after that you should have been able to get one more fC juggle into a ground chain that can lead to launch. i can say for sure if you would or would not be able to have a full charge by the time you launch since im on pad but charge anyways after your sA of the last juggle and then fire after your air combo if youre not fully charged you can do his dive move and still combo if you are fully charged you can do his buster loops. also if you want a full charge just add a baroque in there somewhere. damage should be between 23 and 27 K depending on baroque, charge hit variations, if you did after image super, etc. also the first part works well mid screen with chun not sure if joe will hit after the intial dfC xx A dp.

…I should have mentioned that I wanted this to be a meter/baroque/z-buster-less combo. I don’t thave the ability to be charging a Z-buster while doing this cause my hands completely lack the muscle memory, and I can’t do reliable baroque combos online. I’m not looking for something complex: just a simple combo that I can do reliably and not take me months of mastery.

I’ll try adding some more hits in after joe’s assist. thanks.

Dude… that shit was pro. :tup:

Can someone help me with the 214A I always miss the timing when I land regardless if I’m using 5A or 5B. Am I doing the air combo before the charge shot wrong or what?

^
Make sure your initial jump cancel before the j.214C is delayed, so that the height of the opponent is correct when you land

I’m sorry could you be a little more detailed. I tried being above or below my opponent but It doesn’t work.

Sorry I couldn’t reply earlier, just got in from work not too long ago

Ok, I’ll give the most you the basic corner variation using Ryu assist for an example:

2A (hold A) 5B 2B 5C 6C > P (preferably during second hit of 6C) > 5B 2B 5C 3C > delay JC > j.BB dj.B (release A) > dj.214A > land > 5A (hold A) 5B 2B 5C 3C (hold C, let go of A) > j.AA j.BB > release C > j.B j.623C

Now there are some variations and modifications to the above combo to note, but lets just focus on the bold portion. When you hit the first 3C, make sure your jump cancel is delayed. You have more time than you think for the air combo follow-up. When you do 214A you should land on the ground with the opponent slightly above Zero’s head. Personally I am comfortable using 5A for the relaunch since it makes timing easier. Also, it is possible to do the ender without having to switch charges but honestly I’ve been messing that variation up lately :sweat:

Hope this helps

I keep reading about a ground loop with zero but I can’t find the post explaining it. Link?

I think the loop you are talking about is:

214XX,5A,2A,hold 2A for charge,5B,5C, release charge, repeat 5A.

I might be missing a step there but try it and tell me if it works.

I think that ground loop only works in Sogenmu, and the charge shot is usually level 2 (? whichever one is the yellow one).

its a level one buster shot and thats his semi infinite

How’s it what and can you lose the charge if hit or if the combo is dropped?

R.D.T.U.

Sougemou loop is as followed
In corner
5A(hold A),5B,2B,5C(3hit),Delay release lv1,shot x4
On the 5th string, Zero will lose his Sougenmou mode

Hey guys, just a quick question. This has probably been pointed out and answered before but the search takes too long on my phone.

When going for his 214A loop, everynow and then the second hit of 5b whiffs in mid air and then they drop. I’ve been trying to troubleshoot the problem myself but I can’t seem to figure out why sometimes they drop and sometimes they doin’t, I’ve tried doing it faster, slower, closer, further. idk. Any help?