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

2C has always done more damage than 5C, but I too noticed that ending a 3 rep loop with 5C generally does more damage if you already used 2C twice in the combo (the damage differential is rather insignificant though). Guess 5C having better minimum damage explains it.

But does 2C cause less hit deterioration than 5C? I was under the impression that it caused more. For instance, it seems doing 2A-2B-5C-6C-S, to use a simple example, is better than doing 2A-2B-2C-6C-S if going for extended air and/or OTG combos, maybe it’s just me though.

The way I’ve noticed Zero’s 5C/6C work are that while they’re 3 hits, it only factors in the hit stun scaling of that move once. So whether you do 1 hit of 5C or 3 hits it only seems to scale the hit stun as if you only hit once. Not entirely sure though. I just used a basic triple relaunch combo with both of my assists to test. Did 1 hit of 5C and 3 Hits of 6C vs 3 Hits of 5C and 1 Hit of 6C vs 3 of each. they teched out at the exact spot everytime.

I’ve got a lot of hit stun decay tests posted in this thread: (although it could probably stand some better organization)

http://shoryuken.com/f340/hit-stun-decay-268255/

I don’t have tests done for 2C versus 5C after an initial 2C yet, but, from my experience, any hit stun decay is increased when the opponent isn’t standing, so adding a 2C early on will increase your hit stun decay.

You’ve inspired me to replace the end of ([media=youtube]btF4JGGwmDc[/media]).

(after dante assist)

Replacing: :s:, j. charge shot, :qcf: :h:, :qcf: :atk: + :atk:

with

j. :dp: :l:,(land) j. charge shot, j. dp :l:, (land) :dp: :atk: + :atk:

for 950k (builds 2.5 meters, uses 3), instead of 750k (uses 1 meter, builds 2.5)

This also works with the D-loop corner combo for 1.1 million.

^

After the assist, can one do :s:,j.:m:,:m:,:h:,:s:, rekkoha as an easier alternative? Ive been trying to do this in training room but seems like after the relaunch :s: im either dropping the combo or its being teched due to hit stun deterioration? Just wondering if this is possible as I try to get used to the correct advanced bnb.

Heavy shouldn’t connect due to hit stun deterioration,

Basically Zero can’t do j. :m:, :m:, :h:, after 1 air combo (excluding J. :m:, :m:, buster, :dp: :l:) if you started with the ground loops.

Maybe :s:,j. :qcf: :h:, rekkoha if charging is the issue.

the double raikousen with dante assist thing has been posted for a long time. for rekkoha ender you do TK M dive kick after the second raikousen.

easier version is just 5s>buster>raikousen>TK M divekick, or 5s>buster>M dive kick

Ok thats exactly what i was wondering. Thanks for the help.

The double Raikousen ender will also only work with very specific assists. In fact the only one I’m aware of right now is Jam Session, but there could be others.

ok i’ve been in training mode for like 2 hours doing that Zero Loops that Marn does. I get it about 50% of the time. Biggest problem is Mid-Screen once I launch in the air my opponent ends up behind me after my launch > sj > b > b > c. so after the C i pretty much can’t hit the B before landing. is there a special way of timing after launch? i was trying to figure it out for the past 2 nights.

You have to do the double j.M immediately after the jump, then wait a fraction until doing the j.h, for the first rep.After that, rapid fire them all.

thanks. going to work on it now.

Really good Dante + Zero + beam assist combo:

Uses 3 meters, builds around 3 meters, and does 1 mill to 1.1 million damage
(Midscreen 75% or less, or corner)
(:l: (hold), :m:, cr. :h:, :f: :h:) x3, :s:, :m:, :m:, (release), :dp: :l: (hold), (land) :s:, j. :m:, :m:, :h:, :s:, (land) Dante Jam Session,:qcf::uf: :h:, j. :dp: :l:, j. release, :dp: :l:, :dp: :atk: + :atk: (hold one of the attacks to charge during level 3),(land) Beam assist, j. :qcf::uf: :h:, j. (release), j. :dp: :l:,

Optional:
:s: after this combo, super jump to throw the reset with :h: or don’t hit :s: for ground reset if they are somehow still alive.

Variation (Big characters only, Hulk, Sentinel, Wesker, Tron, and Dormammu):
Does slightly more damage, and is easier (for me) to do, works anywhere (corner or mid)

cr. :l: (hold), cr. :m:, cr. :h:, :s:, j. :m:, :m:, :h:, :m:, (land), j. :m:, :m:, :h:, (land), j. :m:, :m:, :h:, (land), j. :m:, :m:, (release), :dp: :l:(hold), (land) :s:, j. :m:, :m:, :h:, :s:, (land) Dante Jam Session,:qcf::uf: :h:, j. :dp: :l:, j. release, :dp: :l:, :dp: :atk: + :atk: (hold one of the attacks to charge during level 3),(land) Beam assist, j. :qcf::uf: :h:, j. (release), j. :dp: :l:.

Sorry if this has been posted somewhere or something, I wish I could record longer than 10 seconds on player input to record it to video.

Technically you can do something fancy after the last :dp: :l: like go into his shadow super and DHC into Dante to use up all the meters.

Does the advanced bnb only work w/ Dante’s jam session?

i don’t understand. ‘-’

has anyone figured out how to consistently get launch state on someone while they’re being hit by something else? for example

OTG dive kick>jam session assist hits>5s>air buster>lightning blade L>TK M dive kick is a little inconsistent - sometimes the TK M dive kick does not knock them down at all. this is the same case if you try

rekkoha>xfactor>5s>j.M>M lightning blade>air buster>L lightning blade>TK M dive kick. most of the time the TK M won’t knockdown unless i magically time the 5s just right (it’s not random because i can record a successful knockdown and it’ll keep working)

Hey guys I’ve been dropping the DarkDeath loop, after the launch into a.mmh wait m and back to jump mmh I drop the second jump, the m doesn’t connect.

It works with lots of assists, you just have to change the timing of the Sentsuizan accordingly, and you can only do Steb’s ending with the 2 extra Raikousens with Jam Session. Other assists that work (not a complete list):
Iron Man - Unibeam, Repulsor Blast
Doom - Plasma Beam (difficult), Molecular Shield
Dante - Weasel Shot
Chris - Machine Gun
Chun Li - Lightning Legs
Magneto - EM Disruptor, Hyper Grav

I’m sure there’s a bunch of others as well.

I couldn’t seem to link H, Shippuga, Sougenmu, H at all, even in X-Factor 3. H, Shippuga, Sougenmu, M, does link, though, and then you can go into a loop with H/Shippuga. Even getting up to 41 hits, I only got 321,400 damage, though, and there isn’t enough hit stun on the last hit to launch. In fact, that’s probably the reset you’re seeing: the hit stun is so little that the dummy comes out of hit stun and then the time it auto blocks ends before your next hit connects. I had to set it to all block mid combo to get it to block the launcher.

Im using Skrull’s orbital grudge assist. Problem im having is after the assist ,:s:, I cant land the lvl 3 buster. Almost as if zero launches them to high for me to land the buster. Any tips?

What Ive been doing is to hit the initial j.:m:,j.:m: on the way up after the :s:. So soon as you hit :s: and sj do the j.:m:,j.:m: as you go up then a very slight delay for the j.:h: and you stay on the same side. If you go over w/ the j:h: then you hit :h: too early. If you keep going to the other side then your not timing the initial :m:'s correctly.

I think i have something new in stock. New, maybe not good. Actually, the damage output is kinda low. I have quickly gone through the topic and haven’t seen anything like that

So, i was trying to get the j.MMH loop and got bored with having the second H whiff due to hit stun decay, i thought of something else

:l: charge buster :m::h::f:+:h: 2 hits :s: (wait a half second or less so that the next hits will be at the apex of the jump) :u:(and i insist not :uf: nor :ub:) :m::m::h: 3 hits :d:+:h:land :f:+:h: 3 hits :s: jump :m:m: release buster, :l: raikousen upon landing, genmu zero.
681 000 damage, 27 hits. The good thing is that it can be done going away from a corner.

I have a crappy execution, i really, really do. That combo is a working one but i think a good player lurking here can work around the core of it, wich is the abililty to do a j.MMJ :d:H land and then continue the combo from the ground with anythink like LMH6H, H6H, ect…

Now, i’ll try to get that combo to work with rekkoha for myself because if i do not push my opponent in the corner, i kinda drop them after doing a single LMH6HS jMMHS if they are mid screen :frowning: