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

Well, the buster is charged after 2 loop (with :h: hitting 3 times) anyway and always after the 3rd one. On the few character that can’t be comboed 3 times by the loop it might be important.
Using only c.:h:would diminish the damage scaling that comes with standing :h:

This on the other end might be more important. I haven’t really tried to launch and following with :m::m: lv3 buster raikousen but wouldn’t delaying a little the first :m: resolve any height problem ? If the c.:h: doesn’t take the oponent high enough for an easy follow-up, maybe the :s: can do it if we give it time ?

To be honest I just leave some motions out because they feel awkward sometimes. Like Steb’s addition to my combo with the 2 extra Raikousens at the end - After a while practicing it I found it was too awkward for me so I pass up the extra 40,000 damage (which is barely more than a s.:l: anyway) in favor of ensuring I finish the combo.

c.:h: also pops the opponent up a little bit so I imagine it would alter the timing of the combo, otherwise you might pop them too high to continue the loop. The only thing that requires any timing in the loop the way I do it is the s.:l: (and I guess the f:h: but it’s really hard to mess up that timing lol), other than that just hit the buttons in order as fast as possible basically.

single raikousen ender does 40k more than your combo… double is probably in the 75k range. no reason not to learn it. use M>L if you don’t want to take charge off L

i don’t use jam session, so i can only use single, though.

My combo with every hit does 762,300, Steb’s does 816,800. 54,000 is certainly noticeable, but I’m not really sure where the problem is with the charge for me without my stick in front of me right now. I actually change charge buttons every time I change attack strength, even when I don’t need to (force of habit from TvC when I actually needed to because launcher was :df::h: and it could be canceled into :dp::l:). I’m sure I’ll learn it eventually, but for now I just know it feels awkward. More importantly, 650,000+ is enough to kill any character in two combos, which really is where you want to be - the rest is just a buffer for mistakes or trade hits.

I’m also really, really bad at TK motions when facing left and I don’t know why, but I think it might actually be a problem with my stick which has become noticeably looser recently (you can’t even feel the micro-switches anymore) and I’m actually much worse at doing TK motions than I used to be which makes no sense when I’m now using them even more often.

Yeah I dropped the double lightning for a while too. Adds too much risk of dropping the combo and missing the super. I switched to weasel shot too.

I tried it again using :m: dives instead and it made it easier. It makes the window bigger for :s:, :l: lightning and you don’t have to TK the last dive. The damage difference was like 20k.

Just something to think about, not set in stone or anything. Zero combos are pretty easy really.

Having trouble launching after c(m) c(h) f(h) qcb pp launch. any tips? the launch just flat out whiffs… even if i mash or try to time it :frowning:

oh nvm… seems to be character specific?

Dunno about character specific, but there are much easier ways to start the Dive Loop.

:l::m::h::f::h::qcf::h::qcb::atk::atk::s: Works just fine. If you want it to be even easier, use an assist to confirm straight into Launcher.

:l::m::h: Taskmaster Horizontal Shot Assist, :f::h: :qcb::atk::atk::s: Is very simple setup and nets you about 720,000 for 4 Dive Loops into Rekkoha.

i’ll try that out tonight, thanks

Hey, found something nifty while training.
Don’t know if it’s already known, but noticed j.:d::h: recovers faster than j.:h:.
So you can do :s: > j.:d::h: (delay) > j.:h: (or j.:d::h:) (land) > :m: > :s: etc.

the j.:d::h: needs to be done once you reach the peak of the super jump, and the j.:h: or 2nd j.:d::h: should be delayed so that you land before they get too low. Usually it’ll hit for 2 of the hits unless in the corner you can get all 3.

If anything it’s a way to keep charging without having to switch buttons if you haven’t gotten that down yet. Maybe good if you land and anti-air launcher to tag on some extra damage. I don’t know how useful it really is yet but there’s some food for thought.

:open_mouth: most I was getting before this thread was 500~ with 2x assist relaunches. Gonna try out that D loop!

what is DarkDeath’s rejump loop? does anyone have the notation for a combo that uses it ? what should i primarily use it for?

that’s the easiest way to land it or you can do…:l::m::h::qcb::atk::atk: the timing for it is super easy… i mean, easy as in you can do l,m,h qcb then double tap s it will come out every single time on every character… i hope that helps. i have got it down pack and for the loop… for me i just do :l::m::h::f::h::qcb::atk::atk::s: j.:m:j.:m::qcf::h:x4 then j.:m:j.:h:j.:s:

So since the dive loop doesn’t work mid screen, have any of you found a reliable / damaging Sougenmou combo mid screen? I haven’t had a chance to scrape anything up and FR is soon.

Also found (I know it’s nothing revolutionary), you can DHC from the end of the Dive Loop > Super into Ammy’s Shuffle super, then as the lightning bolt comes down, DHC into Dante’s gun shot super and it does about 1.1 mil.

Or if Dante is next in line you can do Rekkoha > Devil Trigger, super jump, flight mode, and spam the air laser in DT mode into j.S > whatever with Dante.

Steb had a really good midscreen Sougenmu loop in his video. It was something like:

:l: :m: :h: :qcb::atk::atk: c.:m: c.:h: :f::h: [jump j.:m: j.:m: j.:h: (1 hit) j.:s:]*n (repeat until corner) :s: jump j.:m: j.:m: j.:qcf::h: :qcf::atk::atk:

Problem is that you build no meter in Sougenmu, so it’s hard to justify using this over the regular BnB that builds 2 full meter and only costs 1 rather than 2 itself.

So I guess Sougemu is just going to be corner only then. Seems kinda situational for the most part.

This would be useful if you use Sougenmu to set up unblockables though, so I guess not entirely situational.

Personally I think Sougenmu’s best use is either as an install before tag-out or for XF Hadangeki spam to lame out a win. If reliable unblockable setups can be found though then that will be a different story.

rekkoha>DT>acid rain xN>hammer/j.S>3hhh>stinger cancel>million carats>stinger cancel>volcano>lightning legs>jet stream

if ground bounce used before DT DHC, skip volcano+legs. if wallbounce is used already, skip to volcano.

with 1 acid rain+both bounces unused (and assuming dmg proration is in full effect) 210k~ if you end without million dollars, 390k~ if you end with

i don’t have much success with the unblockable set up without assists. pushblock kills it sadly

I hadn’t thought of using Rekkoha into Acid Rain loops for some reason (probably because I only recently learned Acid Rain loops). Would that be corner only though? (although I guess it doesn’t really matter since Zero can always end his combo in the corner regardless of where he starts).