K I have A bit of Info up Under Spoilers Tell me what You guys think?
I think for Vajra you need to emphasize his ability to harass in the neutral game. Yes you can combo from it, but the real strength is that in the neutral game it’s ridiculously annoying and allows Zero all types of opportunities to get that crossup Raikousen.
All the assist are a work in progress. If someone post a good chunk of info Ill use it for in the guide.
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And here’s niniheart pushin buttons.
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Vergil Dante synergy so god like.
I’m surprised no mention of Log Trap has been made yet. I run Zero/RR/Task, and the log itself covers all 3 of the categories mentioned in the OP.
As ive said, DO a detailed Post about How it fits 1 2 and or 3 and Ill put it up here for people to see. I my use of Zero is mostly paired with Vergil,Doom and Strider so I need your guys inputs to help./
I can confirm that Frank shopping cart gives access to combos after air throws and midscreen extensions
It also allows you to do magic series xx Launch xx air magic series, call frank dive OTG for a guaranteed, brain dead corner carry.
Spencer’s slant shot assist can also fit in class 3 as well to a certain extent for mix-ups. It’s especially useful for mix-ups during snap-in and characters coming in mixed with zero’s dashes. It can also be used for a lightning loop set up as well in the corner by calling assist, doing OTG Air QCF H, Ryuenjin xx Buster, L Raikousen. However, it doesn’t exactly do the damage from assist alone but the setup is possible and on hit can lead to a damaging combo.
I would probably say a combo extender that can carry an opponent to the corner and/or can be used for a 3rd relaunch would be most useful
Also, if you put Akuma’s tatsu in there, should Ryu’s tatsu be in there as well? I don’t play either so I’m not sure if they’re exactly the same or not.
Gotcha:
Rocket Raccoon
Spoiler
PENDULUM Assist Type Y
- Log Trap extender is similar to the way you’d use Vergil’s Rapid Slash. After an OTG Sentsuizan xx Buster xx :l: Lightning series, immediately call RR as soon as Zero recovers from the Lightning. Hit :s:, Super Jump, and immediately hit :s: again to send them back down. At this point the Log Trap should hit and you can immediately his :s: again to send them to the ground, where you can OTG them for a LL or simply Rekkoha. 0:32 in the video below shows an example of this:
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After an air-throw, immediately call RR and perform :qcf::h:. As soon as the Sentsuizan hits, the Log Trap will make contact and send them across the screen for a wall-bounce. You can follow up with :s: for the combo of your choice. Depending on how far away you are from the corner, you may want to use a
Heinkyaku to close the gap.
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Log Trap is an amazing assist due to the space it covers, and any time it hits you can follow up with a combo that can lead to a TOD. Uses include Hienkyaku cross-ups, mixups on an incoming character, and just generally giving airborne opponents something else to worry about.
Im going to try and make Videos for each Character or make videos showing One two and or 3. If you have a video with zero and a character showing one two and or three link it here and Ill add it.
Akumas tatsu has a SEMI soft knockdown ( they recover before they hit the ground rather then when ) its actually a decent assist.
Any other info guys?
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it doesnt have ANY softknockdown properties.
Thats why I said semi, it was heavily nerfed but still usable
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Does Anyone mind recording small Video clip examples?
Doctor Strange - Eye of Agamoto
About 3 weeks ago I recorded a small piece of footage with a concept for combo extending for the eye.
- Combo extender raw damage LL setup
Considering HSD after Zero’s basic BNB, the Eye was letting the opponent go before anything else could come in. I sat in the lab for a few weeks on this and found that after cr.M -> st.H -> f.H -> st.S -> air magic series -> relaunch with HDive -> Buster -> L Lightning -> cr.H -> st.S -> air magic series -> Right here, call Strange, the Eye comes in, jump back for another H Dive, as the Eye starts hitting, st.S -> M Dive. Allows some raw damage extending and you recover soon enough to do assist 2. Doom missles for me with H Dive -> Buster -> L Lightning etc. Extender allowed me an extra 100k ish damage and hard knock down either way for LL setup or easy Rekkoha. If you want to set him up for LL with hard knockdown after instead of st.S into M Dive, st.S into Buster L Lightning, LLs, and a hard knockdown is still stocked to finish the combo.
- A Combo Extender/Allows Combos after Air grab
As with the raw damage, scooping enemies off the ground with M Dive while calling Strange has them held in place by the Eye to pick up for the air grabs. Extending midscreen is pretty rough, but I use it more to lock down for that reset. More about neutral game in tag 3, but on a side note, up or down TAC into Zero, air L Dash call Strange jump M Dive let’s you do the assisted extenders for Zero for that unnecessary extra damage w/o meter or LLs
- A strong neutral game assist that allow for mixups and/or zoning.
Here is where the Eye shines hard. Giant ball of ambiguous High Low incoming. Almost free cross-ups too. During the multi-hits of st.H call in Strange assist and the ball sits right in their lap. Zero can M Dash if he’s push blocked and be positioned on either side for the mind games or if they don’t push block, the Eye basically starts hitting as the st.H block stun finishes so if they don’t switch block and you L Dash, they’re getting hit by the Eye within 2-3 frames. If they mash the Eye will punish them, Strange doesn’t get birthday’d because you’re on the other side, and you get to punish them for pushing buttons. If they’re successfully blocking the cross up, you can still come right in. That thing is almost bigger than Zero. You can low air dash for ambiguous cross-up/feint j.S or pizza cutter.
Videos of all three will uses will come soon.
Looking forward to it. Thinking of picking up Strange
Took me long enough eh?
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Superskrull
Spoiler
Orbital Grudge 1/2/3
1: At the end of a combo this usually isnt a good setup because if your in the corner like you usually are at the end of a combo a divekick otg > buster > lightning does more damage - although I think it can be used to setup the LL for most short characters like Amy but unfortunately it appears that the assist cant be used at the end of a combo like rapidslash because its a few frames short to call out, launch and do S and S again if the character is being juggled but can be used that just after an initial launch
2: This assist extends combos midscreen and does more damage then that solo corner carry, after a divekick otg the assist will hit a few times allowing you to jump and do 0-2 Ms (depending if you want to save the available hitstun, or perhaps someone else has a more optimal combo) and buster into lightning, this method is also viable to continue combos off of an air throw
3: An Orbital Grudge can be used for mixups/zoning pretty much like a tatsu ( derp-qbc dash before the assist hits is very hard to block if the opponent isnt in block stun), but imo it has a better hitbox for zeros neutral game while in the air and I think it has armor as well (but I don’t usually call this assist for zoning because its to risky to just throw out there as I save my meter and xfactor for skrull) and its also good for resets, im still working on this part of the tech but after a divekick otg into assist the opponent can air tech at which point you can go for a throw (then use Orbital Grudge again for #2) or go for a 50/50 crossup with lightning
Stone Smite 2
2: An easy corner carry and while usually not a popular otg because its slow it will land after zeros airthrow without any effort to otg with zero because of the
knockdown (This is what I use for a zero/vergil/skrull team because vergils S after a launch causes the same kind of knockdown) it also can be used for mixups if the opponent doesnt expect it because people general think skrulls assists suck and dont worry about him
what do you guys think? I read somewhere that tenderizer can extend combos kinda like dantes but I never use it because it doesnt satisfy #3
Wow this thread is super useful.