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

I just came back from the lab with an insanely ridiculously difficult Sentinel-only combo that starts with a full charge and works anywhere on screen.

(Start with full charge charging either :l: or :h:) Jump, j.:m:, Release level 3 Buster, j.:qcb::l: (hold :l:), land, :f::h: (hold :h: and release :l:), :d::l: (hold :l: and release :h:), :m:, :h:, :f::h: (hold :h: and release :l:), :s:, jump, j.:l:, j.:l:, j.:m:, j.:m:, Release level 3 Buster, j.:dp::l:, land, :s:, jump, j.:m:, j.:m:, j.:h:, j.:s:, land, :qcf::atk::atk:

616,600 damage.

If you have something like Dante Jam Session or Doom Rocks you can improve it to:
(Start with full charge charging either :l: or :h:) Jump, j.:m:, Release level 3 Buster, j.:qcb::l: (hold :l:), land, :f::h: (hold :h: and release :l:), :d::l: (hold :l: and release :h:), :m:, :h:, :f::h: (hold :h: and release :l:), :s:, jump, j.:l:, j.:l:, j.:m:, j.:m:, Release level 3 Buster, j.:dp::l: (hold :l:), land, :s:, jump, j.:m:, j.:m:, j.:h:, j.:s:, land, Call Assist, jump, j.:qcf::h: (OTG), land, :s:, jump, Release level 3 Buster, j.:qcf::h:, land, :qcf::atk::atk:

I haven’t checked how much damage that second version does yet but to be honest I don’t see much use in this combo over my previous BnB except that it can be done anywhere on screen… but Sentinel gets carried corner-to-corner by that BnB so that doesn’t even matter either. Maybe someone will come up with a use for it though.

So I was experimenting around with exchange since I noticed that after an exchange tag in, if you don’t attack your opponents they continue to fall to the ground. When Zero is tagged in, he can command dash down and either do a launch again or a tiger kneed Raikousen into launch rather than getting one or two hits in the air combo. Alternatively, you can launch and exchange out again and if you have a partner that can reach the ground fast enough like Wesker, launch and exchange back to Zero and keep this loop going for a few reps. I don’t remember exactly where it stops but it’s a fun way to build meter.

Anyways, I was just throwing the exchange idea out there for you guys to play with. Seems like it’d be a fun thing to experiment with.

yes i have seen this notation of the dloop but being that im a total nub i was hoping i would get the long drawn out one with all thepretty symbols and arrows cause i dont understand alot. wat is pp or sj or QCF+C,iknow its quarter circle foward but wtf is c. what is xx. can i just get the simple notation. please thanks

Some random Zero combos I did:
[media=youtube]Iql4vBgR0T8[/media]

800k+ advanced bnb with dante assist and 1 meter
midscreen sougenmu juggle
sentinel instant overhead, lvl 1 x-factor 100% combo

god like

A=:l:
B=:m:
C=:h:
PP=:atk::atk:, such as activating a hyper or advancing guard
sj=super jump, which in this case means just press up or up+towards during the launcher
xx=cancel the previous move into the next move

:d::m:, :d::h:, :f::h: (2 hits), :qcb:+:atk::atk:, :s:, (slight delay) :u:, j. :qcf::h:, land, :s:, (slight delay) :u:, j. :qcf::h:, land, :s:, :u:, j. :m:, j. :qcf::h:, land, :s:, :u:, j. :m::m:, j. :qcf::h:, land, :s:, :u:, j. :m::m:, release Charge Shot, j. :qcf::h:, :qcf:+:atk::atk:

All of tragics combos were designed by me, not necessarily for the purpose of damage, but to show various zero combo possibilities. The mhs jump loop is on page one of my combo list and trags cap of it. I really like the launcher mmhm setup into it though.

For trags videos I was limited to not using assists. The “basic” bnb I had trag list plus assist will likely do more than the bnb you have listed, but yours doesn’t start with charge, which is nice, you can extend the trag bnb with a 623a instead of the first air 214a for more damage as well.

For your ender, change the 236h to a 623a, 2369h for the ender, that’s standard for the end of my combos.

i’m having issues with avarice’s combo after the second relaunch. Characters always seem to tech out of the j.H after the j.MMs.

EDIT: hmm does each individual hit for the 5H and 6H prorate hitstun? i can manage to connect the full combo if I cancel the 6H early

Actually I just came back from the lab with a bunch of important info on that combo.

On some characters (only Storm that I know of so far) you can only do 2 of the initial loops; if you try to do the third Zero will do the s.:l: in the wrong direction and whiff.

Also as you know, the combo needs to end in the corner… but what happens if you can’t carry a character far enough to finish in the corner, or if the character is one that crosses over Zero during the initial loop and you’re too far from the corner your going to end in?

Here’s the solution to both:
Do the initial loop twice, slightly delay the launcher, and then jump :uf: instead of straight :u:. When you do the 2 j.:m:'s the second one will whiff, but you will be on the other side of the opponent now - release the buster and it will still combo even though the second j.:m: whiffed and then you can j.:dp::l: (Raikousen) towards the corner you started from. Now you can do the combo on all characters from anywhere on the screen!! ^.^

I’ll post a video some time, but right now I have to prepare for a presentation I’m doing tomorrow XD.

For what it’s worth - in TvC each hit of s.:h: and :f::h: prorated hit-stun so I wouldn’t be surprised if it were the same in MvC3.

Other important info from the lab:
I’m not actually sure if this is new as it’s very simple, but I haven’t actually seen it put to use. After an air-throw anywhere on screen you can either j.:qcb::l: (hienkyaku), land, then :qcf::atk::atk: (Rekkoha) or you can j:qcb::m: then j.:qcf::h:. The first one has to be done very fast but is very simple. The second one can be done a little slower, but be aware that the :m:hienkyaku will put you on the other side of the opponent so you have to do the :qcf::h: in the other direction. On some characters though the :qcf::h: will put you back on the side you started from which can lead to a little post-OTG mixup.

Avarice
Can you come up with any combos for zero/sent/wesker team?? I need something to push over 600 :frowning:

I actually try to avoid using Sent because I use him in MvC2 and he’s so different in this game that I don’t want to confuse habits between the 2 versions (thankfully Doom is very similar in both games), but I might come up with something eventually. I have a couple easy Wesker combos posted on my channel as well though. I’m very busy with college this semester though as it’s my final semester before graduating (with honors ^^), so my opportunities to record things are pretty sparse right now; this just happens to be Reading Week.

Once I’m out of school and have a decent job I’ll be putting a ton of time into this game though. I intend 100% to be the best on Earth at this game, whatever it takes :smiley:

Um, I just tried out that team and just doing Wesker lmh, launch, mmh, TAC to Sentinel, mmh, TAC to Zero, Raikousen, launch, mmhs, Rekkoha does 694,600. I think you’re aiming a little low there.

I’m not asking for wesker/sentinel combo. Just zero combo with sent/wesker’s assist. My apology for the confusion. I got all wesker/sentinel combo down even the harder ones.

Why don’t you make up your own combos with zero using sent/wesker’s assist instead of just waiting for someone else to do the work for you.

I came up with some on my own. I didn’t break the 600 with them. That’s why I ask to see if any combo master can. you think I’d ask if I didn’t try p???

lol i don’t even play wesker

5L 5M 2H 6H>5L 5M 2H 6H>5L 5M 5H 6H>5s>j.MM>buster>L lightning blade>5s>j.MMHS>wesker gunshot OTG assist>TK M lightning blade>release buster (delay to get 3 hits)>rekkoha=722k~ if you get all the hits

to be honest, if you got the timing down you could probably just do

gunshot otg assist>5s>release buster in air>L lightning blade>TK M/H dive.

edit: nevermind. skipping 6h is godlike

has no one even looked at this vid… he has broken the 800k park with no scrub factor. the endings got so much swag is amazing…i think i will be working on his combos, this is the best and the most dmg. I guess no one wants to go for these type but i will… dante is offically apart of my team… i think this is the best bnb out right now for zero 80% dmg with 1 bar and 1 assist … fuck yeah

Steb’s combos are definitely the best out there right now. The last combo in that video is no longer necessary though as I’ve now found a way to do the double charge shot relaunch combo from anywhere on screen (described in my earlier post).

There are other assists besides Jam Session that work with that combo. Dante Weasel Shot and Doom Molecular Shield work, and I’d imagine Dormammu Dark Hole as well as some others should work.

I forgot to say I posted the video because I need help with the sougenmu midscreen juggle. Compared to the regular BnB, it does 100k more damage, but 1.25 less meter, so its not really worth it. I’m pretty there’s better juggles, but I haven’t thought of any yet, lol.

Zero’s regular BnB already does over 600k damage. By adding an assist relaunch ender with Wesker, you can easily get 700k, like with the combo Felinoter posted.

I was playing around with that midscreen Sougenmu juggle and found that you can just let all 3 hits of j.:h: connect instead of cancelling into j.:s: - not really sure if it does more damage though.

Steb we should play Ness vs Lucas again sometime lolol