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

Anyone have a vid for zero’s most damageing solo bnb combos

Could someone explain to me the advantages/disadvantages of doing L Hienkyaku into s.S instead of Raikousen after a lvl.3 Buster in the air?

There’s no disadvantage to using Raikousen after buster in air-combo. Raikousen doesn’t cause any significant scaling, sets up the spacing to continue the combo perfectly for you, and you get more damage. Why the hell people are still using Hienkyaku in that combo is one of the great mysteries of life to me.

I do both followups and I have reasons for both, the most important one being hitstun scaling. Some combos require a L teleport instead of a lighting dive, especially if the combo started off an assist or a grab. Most of the time you can use the lighting and it’s okay, but if you do long combos, sometimes it’s better to use the teleport.

The other reason is consistency. Midscreen I almost always do the L teleport instead of the lighting because it’s 10 times easier to hit. In the corner I will always do lightning dive if possible in the combo. Against large characters like Tron or Sent I can do lighting midscreen and not care, but against small ones I don’t want to risk it. You gotta get them in the corner.

I usually do lightning dive but I was messing around with L Hien instead last night and in some situations, it does allow you to extend your combo by one more air combo. Most of the time I would still recommend doing the lightning though, it builds more meter.

I prefer the bnb (j.m, j.m, j.h, charge release, l. teleport) because sometimes I´m under pressure or not to confident that I can land a shoryuken in a combo… A lot of people has problems doing shoryuken, specially in a combo.

Why lot of people has problems doing shoryuken?
It seems a little absurd to me.

It´s obviously easier do QCB than SRK motion… I might be wrong if people has problems with shoryuken motion… Maybe it´s only me… But you always must remember that doing a lot of “perfect” shoryukens in pratice is one thing… doing in a death match (wich means "mistake = elimination) is completely different… I don´t know, maybe I´m very old Fashioned… but when I enter a tournamet I try to be conservative, play easy and safe…

If you can’t do a srk 100% of the time you shouldn’t enter any tournament.
I don’t want to be rude but how to do a shoryuken is one of the most basic thing a fighting game player should know.

My honest advice is to go back to the training room and stay there until you feel that you can do a srk every time for one thousand time.

tournament pressure is different, I’ve missed so much shit in tourneys that i never miss in training mode or in casuals. Staying calm in tournaments is not an easy task for some people.

anyways, what combo do you guys use after DHC glitching mid-screen? I’m currently using Spencer/Zero/Doom, i usually go for the d-loop in the corner or some other loop, but mid-screen i cant seem to get a proper combo going and recently i’ve been going into rekoha instead which is probably wasted potential.

so yeah mid-screen DHC glitch combos anyone?

Could try some J. M M H(1 hit) S loops. Should work until you run out of Sougenmu.

After DHC glitch: delay, d+H, f+H, [j.MMH(1-hit)S]*3 delay, S sj.MM Buster, [Raikousen, TK Dive, Rekkoha] or [Genmu Zero, TK Dive] or [L-Hienkyaku, Rekkoha] depending on position.

I agree, actually I won a tournament less then one week ago and it’s true that under tournament pressure is different, but doing a shoryuken is such a basic task that you should never do it wrong.

After the dhc glitch mid screen I use the mmhm loop

HEY Evil_Toaster! Remember me? You raped me last night on a ranked match haha. Just letting you know, your zero is off the hook. I got mad at the sentinel assist spam though. But that’s just how it works. Do you write up your combos somewhere? I’d like to learn them.

I think a combo video is in order for me. I’m secretly working on a giant Zero guide that will probably be 5 YT videos long. It’ll be a while but it’s coming.

In the mean time, enjoy this new combo I figured out today. Finally broke one million damage with Zero and one bar.

[media=youtube]kq7fEsdBN4c[/media]

sweet man, I appreciate it. I’ll be looking forward to the video!

thats awesome man. so dante is must for zero players ha

Hey guys, little help here! My team is Dante/Zero/Felicia. I run Dante-y because I find weasel shot is good to holding people in place while I go for the hienkyaku shenanigans after a blockstring. I haven’t played the game for too long so unfortunately I’m commited to playing on a pad for undetermined time so button-switching to hold the charge shot while I do combo will be next to impossible unless there’s some trick to it.

Anyway, here’s a bnb I’ve come up with (nothing too fancy):
L (hold), M, H (3hits), 6H (3hits), Dante’s assist, M, H(3hits), 6H (3hits), S jc jMMH (delay) jM (land) jMM Charge Shot, light raikousen, S jc jMMHS [rekkouha optional]. 480~ damage without super, 630~ with rekkouha, builds something between a meter and a quarter and a meter and a half. Any suggestions to maximize damage given my situation??

Actually, there’s a fairly easy trick.

Change one of your bumpers/triggers to L. Switching off between holding L and holding H is all you’ll ever need to learn as far as combos go (and even outside of that, it’s rare that you’ll need to hold M for something, though I suppose getting comfortable with it can’t hurt).

If you’re playing with type A button config, you’ll be able to hold H with the edge of your thumb and still be able to press M or S comfortably, and with L on a trigger finger you won’t have to reach across buttons to press it. Likewise if you’re holding L with an index finger, your thumb will have it’s normal freedom.

Given your situation, you may want the learn this combo instead

L (hold), M, H, S, j.MMH, j.M (hitting them on the way down), land and jump again, j.MMH, land and jump again, j.MM chageshot, 623L (hold L if you want to use extension), S, sj. MMHS rekkoha.

Or if you still have your assist you can replace that last rekkoha with

extension: call Dante, 2369H (tiger knee dive), S-> 62369L (tiger knee lightning dash)->jump chargeshot->623L->2369H rekkoha

or some mix and match thing where you omit a lightning dash or two.

Basically what you want to remember for the extension is

  1. charge shot always causes hard knockdown no matter what.
  2. Hitting 5s is what lets your next dive kick in the combo cause flying screen knockdown (basically hard knockdown).

What I don’t get is…what kind of button layout lets you hold L and still press all the other buttons 0_o

Not necessarily. Any long lasting assist well let you do that ender (as mentioned in the video)

Actually, you can even do the combo ender off of any OTG assist (minus the second lightning dash). I’ve been doing it with X-23.

basically it’s

call assist, 62369L, j.charge shot, 214L rekkoha. You can also replace the “214L, rekkoha” with “623L->Genmu Zero”

I personally think every Zero player should learn to use these enders consistently. With 2 assists you’re able to add on over 300k and even build another bar of meter.

Yeah, and many assists work with Zero to extend his combos.