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« Zero - Capcom | Main | HYPER COMBOS »
Thursday
Jan282010

SPECIAL MOVES

RYUENJIN (in air ok)

    
FORWARD DOWN DOWN-FORWARD + ATTACK

A fiery dragon punch that does what one would expect from a dragon punch. A very reliable anti-air which can also be used to end combos. The light version does only one hit but is very fast and very safe, and the others do more hits and more damage, but are less safe. It comes out very fast but sometimes seems to lack range horizontally. The hitbox actually comes out before Zero's body even leaves the ground. This attack is not invincible like a regular shoryuken, but it's large hitbox makes it often seem like it is.

 

 

 

 

 

HADANGEKI (in air ok)

   
CHARGE BACK, FORWARD + ATTACK

Zero attacks with a plasma wave. It travels slowly and doesn't deal very much damage, but the attack itself is almost instant and can catch rushers by surprise. The light version travels slowly and can be followed to allow for cover. The mid version hits once and is fast, and the heavy version hits twice. In the air it will fire diagonally downwards.

 

 

 

 

 

HIENKYAKU (in air ok)

  
QUARTER CIRCLE BACK + ATTACK

A quick dash that passes through opponents but is not invincible. The light version travels a short distance, the mid version goes further and the heavy version travels diagonally upwards. Using the light version in the air will cause you to fall directly downwards, and the strong version has a similar fast-falling mechanic. You can use one of these per jump. This move is very useful for mobility and for crossups and cancelling out of unsafe attacks.

 

 

 

 

 

HYPER ZERO BLASTER (in air ok)

HOLD

Zero charges up his megabuster and then releases a buster shot at the opponent. It can be charged 3 levels, each giving the projectile some improvements. A level 1 charge simply does a very small amount of damage, wheras a level 2 charge knocks the opponent down. A level 3 charge deals the most damage and fires the fattest projectile, causing the opponent to be knocked down more slowly. The startup and recovery of this attack is almost non-existant, and Zero can move almost immediately after firing. This allows for the attack to be useful to extend corner combos. If used in the air, it will fire downwards at an angle.

 

 

 

 

 

SENTSUIZAN

IN AIR    
QUARTER CIRCLE FORWARD + ATTACK

Zero pauses for a moment and then dives into the opponent with his sword. The light version is a fakeout and does nothing, but cancels all aerial momentum, making it very useful for playing tricks. The mid version has a very fast startup but has landing lag, and the heavy version has some startup time, but almost no landing lag. This attack hits overhead and must be blocked high. It has a large hitbox and can be used for crossups. It also will hit downed opponents. The actual attack itself knocks down on airborn opponents and causes stagger on those who are standing. It's possible to use it right at the start of a jump to create a quick overhead, which is very useful for Zero's mixup game.

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