Zero- Combo Thread

236b combos, but 236c does not because it has too many starting frames.

I missed the C part in that post. whoops.

Shit the japanese are stealing my combos.

It’s cool though, I didn’t know about the ground loop zero could do. So now you can do ground loop > launcher > air relaunch if you wanna be retardedly fancy. I can’t wait till I can make a combo video with this guy.

Hope you guys got a nico account.

Nice those combos do a lot of damage I seriously cant wait to try Zero out.

That stuff is really sick, I noticed they used the 5C and 6C a lot even though they scale quite a bit, seems like it would be an easy way to get an opponent to the corner and also to have time to charge the shot though. That really makes me give my BnB a second thought.

Oh hey found a nice mega crash combo.

In the corner:

Mega Crash: 5A (charge A) 5B 2B 5C (3 hits) 2C 6C Assist 5B 2B 5C (3 hits) 2C 6C level 3 shot 2A (charge A) 5B 2B 5C (3 hits) 2C 6C BBQ 5B 5C (1 hit) 3C SJC j.BB JC j.BB Level 3 Shot j.214A 5A 5B 3C 3C delay SJC j.BB JC j.BB j.623C

15 billion OFF OF A MEGA CRASH for no meter. Looks so damn sexy too.

What’s that you say? 15 billion isn’t that much? But wait, there’s more! this combo builds 2 meters in itself. So, theoretically as long as they don’t burst you can just keep pressuring them in the corner, forever. If they do anything, you burst, do the combo again, and just wear their life down. Zero has a lot of what made Karas good in the first game, plus better mix ups it seems like.

Lol @ you guys who were shitting on using C in combos.

Don’t forget that, that combo the JP made would also build a fuck ton of meter (unless you do the Vism special, then you wont build that much meter)

The guy was at 5 meters so you can’t see how much meter he builds, but god damn, I’ll be damned if those final combos without Vism isnt worth 2 bars.

This just confirms it though.

If your opponent isnt in the corner when you’re playing Zero, ur doin eet wron.

EDIT: Also I’d like to add. To All Zeros.

That red life you get from blocking? Yea. That Chip Damage? Abuse the fuck out of it. Scaling on using such little red life in BBQ really doesn’t hurt Zero and allows him to build sooo much more meter.

For the purpose of damage (which is what I consider for BnB) using 5c is bad. And I used to think that it was always important to use for Zero to get as much damage as he could (since he doesn’t get much).

Since the DHC bouce was found I have changed my mind (and I have gotten a little more experience). Zero needs meter bad. With low life, he needs 2 meters for Mega Crash. Or if he has 2 meters, then he can get some quick damage (and a character switch) with DHC bounce. Having 3 meters with Zero will make your opponent scrared (which is a help in itself), plus you could get 21 Billion. Zero with only 1 meter is not nearly as scary…so you have to build that meter quick.

EDIT: Have a question, but I don’t have time to try it today. With an assist that stays on screen for a few hits (like Mega Man), if you have the opponent in a block string, then call the assist and cancel into 214a/b, does the opponent have to switch the way he is blocking the assist when Zero passes over the opponent?

Yea, you have to switch the direction you block in. As long as you block towards Zero, Mega’s assist will be blocked regardless of which side it hits, so if you don’t pay attention, you get hit by Megaman’s assist and pretty much opens your up for Zero to stick it in and proceed to rape you.

It is an effective pressure/mix up tool and the command dash puts Zero in the lowest layer, visual wise so sight-wise, he’s behind Mega and his opponent making it hard for you to track it with just your eyes. If you’re quick enough you can cross them up by doing a Tiger Knee Sword Dive for an instant over-head and mix it up between that and 2A to keep them guessing.

And Yes. Zero needs meter.

And Yes again. For the purpose of Raw Damage, 5C/6C are lolno, but really, for everything else (pressure/meter building/carrying opponents into a corner/assist mix ups), C in general rules.

Ok. So, blockstring xx assist xx command dash could be baroque’d in order to mix-up which side you are on the opponent. For example, you do the command dash so the opponent goes to switch his block, but you Baroque right before Zero passes, and you effectively un-cross-up the oppoent. Then you can proceed to either 2a or 2369b for further mix-up.

Pretty much yea. And if you dont want to BBQ, you can use command dash C to go into the air and then command dash again to un-cross up and cancel the second command dash early with an overhead sword dive, effectively recrossing up.

I took the liberty of adding that Zero combo vid to my YT, so you don’t gotta log in to watch it or use nicovideo redirector

[media=youtube]V81g3mIQ_os[/media]

Alright, I’ve got the basic bnb down – thanks for the help, it’s much appreciated. Is there anything (besides the difficultly of transferring a charge) stopping us from extending this out to:

5A, 5B, 2B (hold), 3C, 623A xx 5A, 3C, j.AA(transfer charge, hold)BB, dj.BB, release A xx 214A, 5B, 2B, 3C, j.AABB, dj.BB, 236B? I’ve spent a few minutes trying it, and my dexterity isn’t good enough to tell.

Even if you can’t transfer the charge back to the A button, you for sure could get the 214A reset after j.AA – just fire the shot instead of transferring it to another button.

Tiggy, that video made my pants tight.

So anyone experiment with 5C > BBQ > Vism yet? I’m prett sure that you can get out 2 Vism supers in a single combo with a projectile assist.

And do whatever Vism loops you can think off and end with buster launch to releauch to 236b into Giga OTG DHC.(GOT Good DHCs.)

Explain.

Yeah I haven’t been reading these threads.

I discovered it, Spooty recorded it. Basically, ground pound super causes OTG bounce when DHC’d after knockdown (2C or aerial rave xx 236+B)

[media=youtube]KYWBHtJQlQo[/media]

hey guys, i wanted to know what would be the prefferred button to hold for the buster during these combos…??

Any button you’re not pressing; you can switch what button you’re holding at any time as long as you don’t let go of the first button before you start holding another. Generally though just hold A after you do 5A 2A or whatever because you probably won’t need A again until you release the shot unless you baroque before you shoot (dunno why you would do that though).

I set R2 to light and L2 to see so I can charge them without it really getting in the way. If you see a hit connect or aren’t using A, just start charging and try to make your combo long enough on the ground to get a level 3. That’s my strategy.

Also as far as command dashes in mixups, I prefer the C one since they can’t see themselves blocking and thus don’t know what side to block. Seems a lot safer too than the ground one.

edit: I really need some help hitting DHC OTG after an air combo… I just can’t get it most of the time… it seems like they’re hitting the ground too fast for me to do it in time usually and 236B in the air has that landing recovery that can’t be special canceled… how are you guys hitting it consistently?