Zero 2 Combo Page
PurpGuy This page is finally starting to look respectable. There may be a few minor adjustments in the coming days, but for now it certainly does its job.

Zero/Alpha 1 Combos:

Generally, see Zero/Alpha 2 combos. Anything that works in Zero/Alpha 2 will work in Zero/Alpha 1, with the obvious exceptions of Customs, and anything having anything to do with the Turn Punch, as there isn't one. As a bonus, however, in Zero/Alpha 1 it is very easy to combo into Guy's QCF+K Wind Dash attacks!

SFZ/A1 Exclusive Combo:

Jump-in Roundhouse or Cross-up Elbow Drop, standing Strong, standing Fierce, Roundhouse Crescent Kick.


This combo only works in Zero/Alpha 1. In subsequent versions of the game, the Crescent Kick is not fast enough to combo into in this manner. It might also be possible to link a low Jab into the standing Strong. I'll check this later.

Zero/Alpha 2 Combos:

Okay! Here we go!


Basic Combos:

Cross-Up Elbow Drop (or corner jump-in), standing Jab, standing Jab, standing Strong, Roundhouse Gale Kick.

If not a Cross-Up or corner combo delete one standing Jab. If they are a short character make it a Forward Gale Kick. If they are a short ducking character delete both standing Jabs and do a Forward Gale Kick.

Cross-Up Elbow Drop (or corner jump-in), low Jab, low Jab, standing Strong, standing Fierce, Fierce Turn Punch.

The key here is to link the low Jab into the standing Strong. This is different than a chain in that the timing must be precise, but it can be pretty useful. If not a Cross-Up or corner combo delete one low Jab. If they are a very small ducking character like Sakura or Chun-Li then don't do any low Jabs.

Cross-Up Elbow Drop (or regular jump-in), standing Forward, Punch Super.

In Zero/Alpha 1 & 2, the standing forward is an excellent choice for cancelling into Supers because it does not cancel into regulars, thereby reducing the chances of accidentally doing a move other than the one intended to zero. Also, since you can only get one or sometimes two attacks before pushing them too far away to connect with the Punch Super, the standing Forward gives you a nice blend of accuracy and power. Just be sure not to cancel into the Punch Super against a crouching opponent or else the Super will miss.

Advanced Combos:

Bushin Leap Lightning Drop (into corner), Forward Gale Kick.

-OR-

Bushin Leap Lightning Drop (into corner), Punch Super.

Trickier than it looks. The window of opportunity after the Lightning Drop is in single digit frames. I do not recommend attempting to follow with the Punch Super, as the risk vs reward ratio is not in your favour. You're better off trying for a Forward Gale Kick and saving your Super Meter for other things.

Kick Throw (into corner), Forward Gale Kick.

-OR-

Kick Throw (into corner), Punch Super.

You've got a few more frames of leeway going into the Gale Kick or Punch Super, but the fact that the Kick Throw is a repeat-hitting grab move which you gotta mash buttons and directions to keep your opponent in makes following up afterwards a little tricky. I suggest mashing the commands for whichever move you intend to do exclusively, so that there are no accidents.

Cross-Up Elbow Drop (or regular jump-in), low Jab, standing Strong, standing Fierce, QCF+Forward then K Slide Kick (VERY tricky).

In SFZ/A2, it IS possible to combo a Forward Dashing Slide from a standing Fierce, but the timing must be incredibly precise. The Dashing Slide requires you to activate the Wind Dash with Forward, and then hit any Kick button again immediately afterwards. If you do not hit Kick the second time fast enough, Guy will automatically go into his Sudden Stop and the slide will not come out. Even worse, you'll have put yourself into perfect positioning for a massive combo, or at least a throw.

Cross-Up Elbow Drop (or regular jump-in), low Jab, standing Strong, standing Fierce, Fierce Turn Punch, Roundhouse Gale Kick.

-OR-

Cross-Up Elbow Drop (or regular jump-in), low Jab, standing Strong, standing Fierce, Fierce Turn Punch, Punch Super.

Right now you're probably saying 'What the hell?' well, this combo IS in fact possible, even in the middle of the screen! It will get you up to 12 hits if done in the corner. (If you do 2 low Jabs, and finish with a Level 3 Punch Super). What this combo depends upon is that *sometimes* the Turn Punch will knock your opponent almost straight up at a very wierd angle, and they will stay in the juggle-able flip frame a lot longer than usual. But I don't know what causes this to happen, though. It has NEVER happened in training mode, which leads me to believe that mebbe it has something to do with counter-hits. I have also noticed that this is not the only move that does this. Rose, for example, can do a cross-up Forward, land with a low Jab, link into low Short, link into low Strong, cancel into Short Spiral, which will cause the glitched juggle state and allow her to follow up with a level 2 Aura Soul Throw. While it would be great to know when this is going to happen, the sheer seeming randomness of it all makes it pretty unreliable. It is mostly trivia than anything actually useful.

Power Customs:

Lv.1: Low Forward (one hit), Forward Gale Kick, Roundhouse Gale Kick. (Add one more at Lv.2 1/2)

At Lv.3 you can actually get four Gale Kicks out, but you'll get more damage if you just wait a second after each one and get three, because the closer they are to you when you connect, the more damage you'll get.

Lv.3: Low Forward (one hit), Forward Gale Kick, Jab Turn Punch, Jab Turn Punch, Jab Turn Punch, Roundhouse Gale Kick.

If you time it right, the Jab Turn Punches will come out very quickly. You'll be surprised how fast you can do them.

Style Customs:

Lv.1: Low Forward (two hits), standing Roundhouse, QCF+Roundhouse then K Dashing Crescent Kick.

Lv.2: Low Forward (two hits), standing Roundhouse, QCF+Roundhouse then K Dashing Crescent Kick, D/F+Roundhouse 2-hit flipkick.

Lv.3: Low Forward (two hits), standing Roundhouse, QCF+Roundhouse then K Dashing Crescent Kick, standing Roundhouse, QCF+Roundhouse then K Dashing Crescent Kick.

These combos aren't very strong, but they are challenging to try and if you're really whupping your opponent you can try one of these for extra style points! ^_^

Main | Stats | Moves | Zero/Alpha 1 & 2 Combos (You are here) | Zero/Alpha 3 Combos | Pogs | Links | Credits/Disclaimers

1