"Hunting Mavricks, one combo at a time," The MvC3 Zero Combo Thread

Yes. Trag’s combos are a good start and he’s doing the community a huge service by posting combos for every character, but if you want the best combos you have to dig a little deeper.

Alright then. Thanks man.

Gandido’s combo is probably the best combo that involves s.:h:, the BnB with the 3 loops is the best BnB there is probably, but it invovles button switching charging and it needs a cr.:h: in there, which is worse than s.:h: as a poke.

If you dont mind, can you show me this combo? Or if there is a vid can you link me?

He’s referring to this one:

Although I can’t think of any reason to use this over my BnB other than the easier execution. I’ll play around with it sometime and see what adding charge shots to it can do to improve it.

Oh yea I’ll just be using the other one you made Avarice.

Gandido, thats not “new”, Darkdeath posted that combo a few pages back (with vids too), but its good to see people trying to explode new combos and setups =D

Combos that Zero users should learn:
[media=youtube]btF4JGGwmDc[/media]
Destin’s "D-Loop"
DarkDeath’s rejump loop

im out of combos lol

Eternal: My bad. Didn’t see DarkDeath’s post. Seemed like the only page I didn’t browse. Fail.

Either way, Avarice: The combo pushes a lot to the corner, raises a lot of meter and does its fair share of damage. You can tack a charge shot with a third jump :m: (release charged shot) into air :dp::l:, but you can’t really get that much AFTER you hit it. Maybe something like a 2369:m: to spike and Rekkoha after?

My combo pushes all the way from one corner to the other :stuck_out_tongue: (well, except on small characters who cross over during the loop, but even they end up going most of the way to the corner).

for those having trouble connecting the first :s: after starting the clone super when only hitting twice with :f::h:, I found you can hit :s: as soon as the combo indicator comes back on the screen showing how many hits you’ve done so far in the combo (the number disappears when you start the super). I found that helped me with the timing on the launcher when I was trying to get the hang of the combo.

Good stuff, btw. I’m def gonna try to implement this into my game post haste

^ Yeah I noticed that. Its gonna take me awhile to learn it, but its the way to go. Nice find man.

Actually even on the smaller characters who cross over you during the loop, if you delay the first :s: just a little and jump :uf: instead of :u: then you can push them to the corner without them breaking out.

But regardless you can still finish the combo though right?

As long as the combo ends near the corner (and it almost always will) you can finish it. I’d recommend going into training against various characters at various screen positions to get a better idea of how it works.

Also while in training earlier I discovered that if you start the combo with j.:h: or Sentsuizan then you can only do 2 of the loops at the beginning. If you do 3 then they will break out after the first j.:m: off of the second :s: launcher. Still, starting with Sentsuizan and doing 2 loops actually does more damage than starting with :l: and doing 3 loops.

Also I found something kinda neat when having a full charge at the start of a combo, but I need more lab time with it to find worthwhile uses before I post it.

why aren’t you guys just hitting launcher as the super animation ends?

Turned this into like 950k I think. Jump in D, 2B, 236B, (clone super, and start charge here), release charge (clone super lets you charge and get to level 2 by the time it is over), then I think it was like launcher ect. D-loop, I don’t think there were any modifications. You can do something similar with 2B, 2C, clone super + charge, release charge, D, jump B 236C, land S jump 236C ect for even more damage, but things get weird with some characters.

I don’t know if I mentioned this as well, but the reason I gave tragic that “bonus” combo or whatever it was called, is because Zero’s lv 3 buster eats most beams, including sents beam. You can on reaction release, tele forwards, super or dive kick when you see sent bend over OR start throwing out sent forces.

So following my “discovery” about TK raikousen, i got the following simple combo.
from at least mid screen, oponent in the corner.
:qcf::l: ; ::dp::uf: :m: ; :l::m::h: :f::h: :s: j. :m::m::h: (3 hits):s: land, call :a1: :u: :qcf: :h: land :s: :u: :m::m::h: (3:hits):s: land rekkoha

66 hits, 570 700 dammage.
only 1 loop, no buster lv 3 :l: raikousen relaunch. I just haven’t the execution to try that. For the assist, i used Chris machine gun. It’s not the best assist for that (i think Dante jam session might be better.

The only interest thing of that combo is that you can combo a hadengeki into an instant :m: raikousen from across the screen and then get into zero’s usual bnb. Linking a st.:l: is easier thant linking a cr.:l: after the TK raikousen. It’s doable but harder.
Of course, the window for the combo is easier from a sougenmu zero.
Oh, i did the combo in the corner BUT from what i can tell, you can connect the hadenki, TK raikousen with the oponent mid screen. The raikousen with pass through and you will continue the combo from the other side. Couldn’t success to land the last part of the combo but i’m really a lousy player.

Holy shit that’s an easy hit confirm into big damage with an assist like doom rocks/samurai edge/jam session/shehulk/wolverine. aaah didn’t even think of it like that. just thought “lol easy super confirm”

Well there ya go!