i forgot where i saw it asked but yes you can dhc into zeros infinite as long as the super prior has them in a grounded state for example ryu’s shinkuu hadouken or chun lis kick super prior to the launch.
:wow:that vid was just crazy.
I just spent some time to try it out before I head to my college and Ive been having trouble doing it. everytime I attack it after the release the attack just doesn’t seem fast enough. I have no clue right now what my mistakes are. Does it have to be spaced out right?
I took the liberty of mirroring this on my YT:
[media=youtube]UpWrTjCmJDs[/media]
I ain’t even gonna attempt none of that, but it looks so mouth-watering good
So wait… is 6C untechable in the air? I’m stealing those combos.
Also that’s the v-ism infinite i was talking about.
The funny thing about that combo is that you can do the V-ism loop an additional time if you BBQ 5C into vism.
:3
LOL Samurai it’s like you said, Japan stealing your combos :looney:
Hmmm…Tekkaman falling after the 6C (1 hit) juggles looked ridic. It looked like it was hella invalid when he fell to the ground like a weight, but it still combos lol. I don’t get. I’m still just sticking with the charge shot combos since I can only do them half the time anyway
Damn, Japan is a bunch of posers :lol:
This new charge shot relaunch combo is pretty hard. I did it a couple of times but it’s annoying having to switch fingers that I’m charging with while comboing… likes to randomly fire off the buster shot even when I’m still holding a button lol.
Hey, new poster here. After seeing 6C xx 5A in that video I went experimenting and came up with a new mid-screen Zero combo (no assists, baroque, or meter used).
:d::snka: > :snkb: > :d::snkb: > :snkc: (1 hit)* > :df::snkc: > :dp::snka: xx :snka: > :snkc: (1 hit)** > :r::snkc: (2 hits) xx :d::snka: (hold :snka:) > :snkb: > :d::snkb: > :snkc: (1 hit) > :df::snkc: (hold :snkc:, release :snka:) > :uf: > :snka::snka::snkb::snkb: > Release :snkc: (Buster Shot lvl2) > :snkb: > :uf: > :snkb::snkb: > :qcf::snkb:
- Omitted when fighting Viewtiful Joe.
** Omitted when fighting characters smaller than Ryu.
This combo does about 18.000b damage, 19.500b if :dp::snkc: is used instead of :qcf::snkb:. Fairly good damage, and with some modifications part of it can be done off of a jump in :qcf::snkb: / :snkc: or an anti-air :snka: / :snkc:. But the real hook of it is it’s INSANE push-back from the :r::snkc: xx :d::snka:. Doing it from the very middle of the stage almost puts Zero’s opponent in the corner. If you got some fast fingers and the other guy is closer to a wall then you are, you might want to try this.
:d::snka: > :snkb: > :d::snkb: (hold :snkb:) > :snkc: (1 hit) > :df::snkc: > :dp::snka: xx :snka: > :snkc: (1 hit) > :r::snkc: (2 hits, hold :snkc:, release :snkb:) xx :d::snka: (hold :snka:) > :snkb: (release :snkc:) > :d::snkb: > :snkc: (1 hit) > :df::snkc: (hold :snkc:, release :snkb:) > :uf: > :snka::snka::snkb::snkb: > :uf: > :snkb::snkb: > Release :snkc: (Buster Shot lvl3) >:qcb::snka: (land) xx :snka: (hold :snka:) > :snkb: > :d::snkb: > etc…
I haven’t been able to consistently pull off the charge juggling and follow up the Buster Shot, so I can’t really say what the damage potential for this is.
(Edit)
After further review it seems that this combo doesn’t work on some characters. Which sucks, but it’s the truth. Would have been awesome if I were able to push anyone in the corner in just one combo.
It won’t work against
Polymar, Alex, Soki, and Frank West
Kind of works, but not viable against
Ippatsuman and Ken the Eagle
Hey guys, I’ve been trying to pay as much attention as possible to some Zero combos I’ve seen, but I wanted to ask something to be sure. Can Zero do any combos, j.BB charge shot, 6C > whatever, by himself? As far as I remember seeing, Zero needs to use an assist after any 6C, which kinda sucks, especially if the assist isn’t very helpful. I’m pretty sure that Polimar’s would work with Zero, right?
Also, what is the timing for the charge shot after the j.BB? Every time I hit with it then 214A, I can’t hit the falling opponent fast enough. Do I need to use 5A or 5B after the 214A?
Oh, and do Zero’s stronger combos still require his 5C? I know it weakens some combos, but I’d assume that the way the 5C hits allows Zero to combo at all.
Please and thanks for help.
Moc, that looks really annoying to pull off. At least the charge switching anyway. I hate the idea of holding more than one button, via that swapping buttons, or just playing Joe the Condor, haha. Isn’t there an easier way of doing that?
Pretty much any combo that uses 6C can omit 6C; 5C and 6C are only really used to buy time to charge the buster. The only thing Zero can combo on his own out of 6C without baroque is Ryuenjin. I know nothing of Polimar so can’t help you there.
5A should work, though I’m no good at this either. It was also recently discovered that you can j.5B on the way down after a charge shot and omit the 214A entirely if you are low enough to the ground (basically if you didn’t double jump during your air combo) and keep comboing when you reach the ground, which is probably quite a bit easier than using 214A; you likely won’t get as many hits/as much damage out of the combo though.
When leading into launcher or level 3 super you only need the first hit of 5C because 5C’s hits will actually scale the damage of your combo back further than the damage they deal, and you can cancel after the first hit of 5C with pretty much anything within reason. The combos that actually use the full duration of 5C use it solely to buy extra time to charge the buster.
Thanks, AvariceX, that long attacks specifically for the charging makes sense. About the j.B on the way down after a charge shot. Is it a better alternative to 214A > 5A? I’d prefer to do whichever is better overall. And lastly, if I do decide to use the j.B instead, what is the normal follow up after that? 5A 5B 2B 3C etc?
I’m still just learning the charge shot loops (I can do v-ism loops consistently but launcher loops still elude me) so I’m not really sure… In fact I just realized I was wrong that the height after the launch matters, because it does not in fact matter since the opponent is in hitstun during the entire fall after the charge shot. I imagine 5A would be the followup after falling with j.B though.
I think it might be a Tekkaman only combo because of his weird hitbox!
Personally, I think the 214A option is better for matches, as it tends to be far easier to do. The damage output is probably only slightly less, but it’s better to sacrifice damage for practicality than screw up a combo half the time because the timing is too difficult.
Sometimes I do a falling j.B with the intention of a reset, hit them right before you both touch the ground, then immediately do a crouching move or employ other mind games.
[media=youtube]jSsVt7IssvU[/media]
I just made another vid using zero and his dhc capabilities.
In regards to Charge Juggling, the only really important one to know is switching to :snkc: before a launcher, which just so happens to be the easiest since :df::snkc: has the most start up time before it’s cancel-able, giving you plenty of time to switch buttons without risking a misfire.
I recommend trying this
:d::snka: > :snkb: > :d::snkb: (hold :snkb:) > :df::snkc: > :dp::snka: xx :snka: > :df::snkc: (hold :snkc:, release :snkb:) > :uf: > :snka::snka::snkb::snkb: > Release :snkc: (Buster Shot lvl2) > :snkb: > :uf: > :snkb::snkb: >:qcf::snkb:
Jump :snka::snka: is optional in some cases, 16.900b-17.200b damage. Unlike the other combo this one should work on any character and any part of the stage.
P.S.
I’ve been doing all this on a Hori Wii Stick
kudos to the new guy id rep you but i dont have premium :lol: i just got moved out of the hotel i was staying at and into the dorms so im without internet or now but i finally made it to the library to post up similar combos and then i saw your post. good shit man you saved the trouble.
oh yeah what i also forgot to mention in the corner you can solo combo into his after image super from a juggled 6C which can lead into some of his double buster combos.
Sigh. I’m not using an arcade stick, not am I good with one. I’m using the stupid Gamecube controller and dealing with it. I’m trying to get around the button switching difficulties, but it’s hard to hold a button or two, while pushing the other button for combos.
Thanks anyway.
hey i feel your pain though im at least a little better off than you im using the classic controller so im able to do some stuff but when playin zero im using the side of my index finger to hit the buttons while i hold down A with my thumb. awkward indeed. with that being said chun li sets up for double to triple 6C juggles, depending how you start them of course, but unfortunately for me i cant do shit with chun li on a pad :sad: i really want to do her loops. as soon as i get an arcade stick ill be able to use the team i originally planned seeing as all options are there for that team as zero/ryu. only difference is ryu hits harder BUT chun li looks flashier and has more reset options than ryu.
Ok then, how about helping me out with this, guys. What is Zero’s basic combo with an assist. I don’t know if you only consider Ryu/Morrigan for Zero, but I’m hoping not.
Id like to know: Zero’s basic assist combo with:
Polimar, Ippatsuman, Tekkaman, and Frank.
I’d assume that Polimar’s assist, for example, would be used in a slightly different way than Ryu’s/Morrigan’s, but basically the same idea, just gotta keep in mind that the enemy is slightly in the air. Same goes for Ippatsuman(?). Tekkaman, however, I’d assume I attempt a launcher after his grab, then some form of an air combo? And lastly, Frank’s, I have no idea how his stun works. I’d think that the stun could work the same way Ryu’s/Morrigan’s assists do, but I have a feeling that it doesn’t.