Zero- Combo Thread

I just found a VERY LONG combo using roll as assist

it did 33k billion-ish damage and had 60-ish hits

it would take too long to write out and it requires explanation in some parts, so i’ll just say it in words

first, you need to have the opponent in the corner and have some kind of charge, preferably on the :snka: button. any level charge will do.

now, start a ground combo ending in a launcher, and hold down :snkc: during and after the launcher to switch the charge over to that button

go into an air combo and do this: :snka:,:snka:,:snkb:,:snkb:,:u:,:snkb:,release charge, :qcb::snka:

when you land, immediatly hit them with another ground combo (no charging this time), then launch them and do this in the air:

:snka:,:snka:,:snkb:,:snkb:,:snkc:

when you land, immediatly do :qcf::snka::snkb::snkc: and then hit :snkd: to make it a team super and start a charge on :snka:

roll will sweep them OTG until zero’s super hits, then the opponent will fly in the air and start getting juggled by roll’s super

now comes the tricky, character-specific part

some characters, like chun, will fall into the last hit of roll’s super and go into hitstun till they hit the ground, but others, like ryu, will miss the last hit entirely and break out of the combo

the next part of the combo depends on weather or not the opponent’s character will get hit by roll’s final swing or not

if they do, then go into another ground combo ending in a launcher as you would normally would (including holding down :snkc: after the launcher to switch the charge there)

if not, you have to launch them immediatly after roll’s last non-swing hit of her super hits them, switching the charge to :snkc: while doing so.

after that, go into an air combo and do this:

:snka:,:snka:,:snkb:,:snkb:,release charge, :qcb::snka: (do NOT double jump in this combo; the opponent is already high enough because of the fact that they were launched while they were already airborne)

then, simply juggle them with another ground combo again and launch into an air combo of your choice

if you absolutely HAVE to have the combo in a normal, witten out way, here it is:

(charge on :snka: and opponent in corner)
:snkb:,:d::snkb:,:snkc:,:df::snkc: (hold :snkc: to move the charge there),:u:,:snka:,:snka:,:snkb:,:snkb:,:u:,:snkb:,release :snkc:,:qcb::snka:,land,:snka:,:snkb:,:d::snkb:, :snkc:,:df::snkc:,:u:,:snka:,:snka:,:snkb:,:snkb:, :snkc:,land,:qcf::snka::snkb::snkc:,:snkd:, start holding :snka: for charge, wait for the end part of roll’s super

case1 (opponent is hit by roll’s swing):
:snkb:,:d::snkb:,:snkc:,:df::snkc: (hold :snkc: to move the charge there),:u:,:snka:,:snka:,:snkb:,:snkb:,release charge,:qcb::snka:,land,:snka:,:snkb:,:d::snkb:, :snkc:,:df::snkc:,:u:,:snka:,:snka:,:snkb:,:snkb:, :qcf::snkb:

case 2 (opponent is NOT hit by roll’s swing):
:df::snkc: (hold :snkc: to move the charge there),:u:,:snka:,:snka:,:snkb:,:snkb:,release charge,:qcb::snka:,land,:snka:,:snkb:,:d::snkb:, :snkc:,:df::snkc:,:u:,:snka:,:snka:,:snkb:,:snkb:, :qcf::snkb:

also, i noticed something strange while testing this combo - it seems that the longer any combo goes on, the less hitstun your moves have. my training dummy kept breaking out of the last part of the combo, even though it was a simple air combo that would work in any other situation. again, i’m not 100% sure about this, but it would be great if someone could verify this

[media=youtube]kNKo7fcuTVY[/media]

youtube link to this video.

You guys should check out 4:11

He does a 30 billion+ corner combo with no boroques, supers, and only with assists. He also does two jump in the airs hit you with the blas fall downs in this combo.

I know I do not play zero on the treads with the rest of you but I have come to see that Zeros mixup game is based off of two things.

1.) 5C. All three hits. Blocked or un blocked.

  1. A layered assist that makes the other player block low. So far the best I have seen are, and these go both ways. Zero/Polymar, Zero/Casshern, Zero/Doronjo.

These two things together make for A,B and C command dashes to be killer sometimes. There could be more, like Chun-Li. I really can not think of any more but I am sure that the delay on rolls assist could help in cross-up once or twice in a match.

Oh and 2C + Casshern assist-> 236 Super for crazy damage fro one bar…

[media=youtube]204IilqmVQI[/media]

Like 7 mins into the vid.

I think he has more tools to mix up with than any other character in the game. It’s up to the player to utilize them but I also feel he applies his mixups much easier than say… polimar.

But yes, Zero has great mixups. I’d list them but it would take quite a while and I’m lazy atm… that’s just how much you can do with this character.

randomly found you can combo megacrash after 623A anywhere and after 623B in the corner

I sense great power within this post. Power that once aquired, will allow me to topple all of chicago with the upmost of ease. But there is a problem. I do and understand your 24 billion hit combo on the regular. but the combo you speak of with the v-ism illudes me. I understand it not.

What exactly is the combo and how do you get 42 billion with it?
How do you do the semi infinite with the v-ism and what are the loops?

This is obviously the greatest zero thread in all of north america. He who reads and applies shall become a juggernaut among man. He will obtain the power to. . .DIVIDE BY ZERO!

Read my post about that V-ISM combo. It is actually a loop and it isn’t any good.

The 42 Billion damage combo is not the same as the V-ISM. He was refering to using the Zero Buster Shot corner combo with Baroque and Assist.

Yeah I posted that a while ago. I wouldn’t mess with the V-ism stuff. If you can learn the buster loops in the corner you’ll get good easy damage. The V-ism one is more trouble than it’s worth when you can get a “semi infinite” for much more damage and no meter in the corner anyway.

Still waiting on record equipment so I can make a combo video. I wish I knew more about this stuff… I’ve got an S-video cable running from my computer to my TV but I don’t think I’d be able to record something on another video channel IE: TVC is on Video 2 and my computer is on Video 3… anyone know about this stuff? If someone figures it out I’ll post a video up with the quickness.

Okay that’s cool that’s a misunderstanding.

So far I can do the cornor loop combo. And I have been emulating the combos from the video and doing them well. Right now I’m working on the combo that knocks your oipponent all the way into the corner. It’s easier than the cornor loop combos. After I get that combo ready i’ll be battle ready. For the past 4 days all i’ve been doing is literallly sitting in practice mode crunching combos.

But my question is this? What’s the 42 billlion corner combo?

whatever it is, i’m sure at this point I can learn it.

is the charge shot loop character specific? I can’t seem to do it on everyone.

You have to edit the timing just a tad to make up for each character build and height.

In the charge shot loop, after you command dash down to the ground to meet your falling opponent, what attack is used to juggle them back into the combo? I’m having a hard time connecting into the juggle.

5A works for me. If you’re super fast on the command dash you can get 5B though.

As far as my 42 billion combo, I’ma have to go back and mess around and see what it was, it’s been a bit. His launcher > air combo > charge shot > fall with them j.B loop does pretty close to that though doesn’t it? Just throw a baroque in there and you’ve got it easy.

2 questions… What is V-ism? Also, what does OTG mean?

V-ism is his Sougenmu (Shadow Clone) Super, and OTG means on-the-ground.

So, it’s mega early in the morning and I got nothing better to do but fiddle w some Zero combos. . .dunno if this has been posted yet, but seeing as how little dmg Zero does, I have to assume this is his most damaging midscreen BnB using no assist or brq.

(charge buster lvl 3) j.236c 669 (release buster) B v 66 5A 5B 2B 5C (1 hit) 3C j.AABB BB 236b = 17.8k

Gives you room to DHC glitch given you have a good partner for it (Tekkaman make it rain = 36-37k)

Everyone’s gotta get on comboing from j.Buster too, shit is too easy in the corner especially.

236c into Rekkoha DHC into anyone’s lvl 3 I feel like is crucial for dmg, as well. Zero is like a lithium battery lol - so if yr not using bars I suggest pulling this cos it’s FREE 33k more than likely and you can get ppl to fall into dive shenanigans easily. Gets Zero out too.

Hopefully next tourney in NYC I can make it to show off some stuff, nyeh. :stuck_out_tongue:

Im confused as to what “j.AABB” and “dj.BB” mean in a BnB such as this: 5A, 5B, 2B, 20% baroque, 5B, 2B, 3C, 623A xx 5A, 3C, j.AABB, dj.BB, 236B – 20.6 Billion

Not sure if I was supposed to post this here or somewhere else.

After 3C (a launcher) you press up/up-forward/up-back to pursue them, then you can attack them in the sky, that’s what j./sj. (jump/super jump) refers to; dj./jc. (double jump/jump cancel) refers to the ability to jump out of your jumping attack and performing another.

So, basically: 3C, press up, AABB, press up, BB…

Don’t know if this is already known or if anyone cares but Zero’s assist combos (ie 5[A], 5B, 2B, 5C, 6C, Ryu/Morrigan Assist, 5B, 2B, 5C, 3C, j.BB, dj.BB ]A[, etc.) can be done with ippatsuman assist. It’s a little trickier because you have to dash to reach them after ippatsu’s assist and the timing with the aerial combo to 214A and then catching them before they hit the ground is A LOT tighter. Sometimes it doesn’t even look like you can catch them in time to continue the combo.

Just thought I would add this little tidbit for anyone who plays zero and ippatsuman. It does around 23 billion I believe.

Edit: Oh, and you may only get one hit off the second 5C because they should be bouncing in the air throughout the second part of the ground combo.

jump AABB, double jump BB

You can actually do it with most of the assists (except the ones that launch high upward or the ones that have almost no horizontal reach). With some assists (such as Jun) you can even get:

5a (hold), 5b, 2b, 5c (2 hits), 6c, P, assist hits, 8b, 236b, land, 5b, 2b, 5c, 3c, etc…