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

Tried, too hard to do if not impossible, at least not on all characters. Getting Dark Hole to combo after H OTG dive is hard enough.

Can you do it with a delayed B dive? I imagine because of hit stun scaling at that point that you have to have the dark hole on them as soon as it OTGs.

Thanks for checking though… I kinda want to get this combo down. How reliable is it in real matches?

I tried delaying the dive as much as possible with both dives. Couldn’t get it to work, not even on Sent.

I pull off the combo most of the time, but I’ve been doing it for so long so I don’t drop it often. It works on everyone so that’s not an issue, and hitstun scaling is not a factor.

Wait, do you mean the flying screen combo or just the assist combo? The assist part I always do, the flying screen combo I’m still working on because that’s a little less consistent.

I finally got around to practicing the lightning loop. Whoever says it’s impractical is tripping. As long as you can get the Raikousen to go at a consistent height the combo is very stable. As you know you need the lightning to hit higher than an immediate TK. I found it easiest if you input the directionals early (during the lightning animation) and delay the button press.

I think Diveman’s combo is the most efficient (in terms of the ender, initial launch combos will vary per player). Just a little detail with buster, you need to immediately start charging after you release the buster before the Sougenmu activate. The animation should give enough time to get lvl 3, then some time during the loop you need to start charging again. I just start holding H during the first Raikousen animation after Sougenmu. Once you can get 4 consecutives lightnings at a consistent height this combo is very doable. Good luck guys.

Yeah the flying screen stuff, I already do the assist OTG stuff. I can combo off of Dorm dark hole with regular combos but I’m not sure if the timing is a lot tighter with this one. It looks like the j.2C j.C part might be kinda hard on the timing, I can imagine zero going flying over / under the other guy trying to get the height correct on that (especially with air hits where the timing varies so much on air to air after launcher).

What motion are you doing to reliably get lightning out all the time? Maybe this stuff is easy on stick or something but I just can’t do TK SRKs reliably at all unless I use this awkward ass motion. :uf::f::df::d::df::f:. It’s like an upside down fireball almost.

It’s up to preference. I just do the qcf motion then end in UF, slight pause then press L. Tiger knee motions work differently in every game and differently depending on what character/move you’re trying to get out. It’s definitely easier on stick. TKs on pad rape my fingers, Wolfkrone (SF4 Viper player) is the only player I can see get them consistent at a high level.

With the hitstun decay on his BnB, is there any way to carry another knockdown at the end before using a HC? What I mean is after

c.L-c.M-c.H-f+H, L-M-H-f+H-S, sj.M-M xx Z-Buster, DP+A, land, S, sj.MMH(3)S, land,

You go in with a dive kick and call an assist. After that, it seems no matter what I do I can not knock them back down for the HC.

You can do dive kick + assist then level 3 buster.

I’m aware. Just wondering if there’s a way to knock them back down for the lvl1.

Jump lvl 3 buster causes hard knockdown. Just hit with dive kick > assist -> jump buster in the face > A-teleport or just fall > rainbow beam.

Oh I read it wrong my bad. Thought he was referring to the lvl3 HC. Is there enough time to charge a lvl3 for that?

Charge it during your combo. Actually just always charge your buster. There’s almost no reason not to. The only problem is initially you’ll be sealing off A for most of the match, but once you get used to button swapping it should be pretty godlike. Still working on that myself.

Oh and yeah there’s enough time to charge your buster. Just hold A after A-raikousen.

Yeah but charging it before a combo will throw me off. It’ll be like learning to walk again. I’m in the middle of learning so many chars right now it’s unreal the hours ive spent in the lab. Dante, deadpool, akuma was my staple team. Now I’ve crammed in some Hagar, doom, mags, zero, wesker, wolvy, sent, hulk. Fairly good with sent, wolvy, wesker, mags, and zero.

So hard to try and master everyone so fast. Now I remember why I hate mvc lol. Where’s my online 3S dammit!!

I’ve noticed my big weakness in this game is trying to be too offensive. Online, my defense is lacking big time. I get overheaded and crossed up so easily. And I always forget to spam assists.

Hey guys, I just found that Amaterasu’s Cold Star assist can be used for the double Raikousen combo finisher (Steb’s combo) like Jam Session, Chun Legs, Skrull Tenderizer, and Wesker Jaguar Kick. I knew I had tested it before today but it struck me as really odd that it wouldn’t work. All you have to do is delay the OTG just a bit after the assist call so that the first hit of Cold Star whiffs, and then the rest of the assist will hold them in place for the combo. I’m probably going to be changing my team now too; either Dante/Zero/Ammy or Dante/Zero/Skrull, I haven’t decided yet; Doom is still good, but I’m not very good with him and he’s not really my kind of character (I like stylish fast characters usually).

Good stuff, I was thinking about throwing ammy on my team but wasn’t exactly sure how well it’d work.

Actually, zero-mag-ammy might not be too bad. I always run Zero on point, once I get raikousen loops down DHC glitch won’t be too necessary for zero, well not enough for me to not run him on point. Especially since I’ll be getting great damage using the ammy assist. And mag can dhc glitch into ammy and zero if I need it, so that should be pretty nice.

Yeah I ran Zero / Ammy for a bit. Just make sure you do cold star at the END of your combo, because it destroys the hit stun scaling.

Also, try to have a high health third… those two are paper lol

I was hoping that somebody more technically consistent could try out a little theoretical combo for me.

From midscreen (bascially, should be in the corner after sj.MM chargeshot 623L)

2M(start charging)->2H->6H->5S->sj.2H->sj.H->sj.S->LMH(1 hit)->S-.sj.M chargeshot (start charging)->sj.623L->sougenmu->j. chargeshot-> (raikousen loop)->TK 236H->Rekkoha

Basically, the goal is to get a combo into the Raikousen Loop without using assists. I need to know if the sj.623L->sougenmu->j. chargeshot will work correctly (the height that the sj.623L is my concern). I also need to know if the TK 236H at the end will cause hard knockdown (it theoretically should, as it uses 5S earlier to put them in air combo state, and they don’t reach the ground at any point aftewards).

You should even be able to tack on the typical raikousen ender at the end instead of Rekkoha. This would make the combo meter positive, but gain the meter after the lightning loop, rather than before it (could be useful if you’re almost capped on meter for some reason, or if you’re running a Phoenix team or something). But the main goal is to give Zero players a way to lightning loop with or without assists that are compatible for his typical ender.

Err, didn’t read your post all the way. Yeah that will work. The dive kick will cause hard knockdown.

You can also do something like this, which is an easier combo imo.
Ground string > S > j.bbc > delay j.b xx land xx [j.bbc xx land] x 1-2 > j.b > jump buster > j.623A > sogenmu > raikousen loop.

Any time you can jump buster near the corner you can enter the loop. Which is why people should learn it, it’s like refusing to learn hyper grav loops with magneto even though you can add them at the end of any combo.

My secondary team is Zero/Hagger/Spencer. For DHC purposes should Spencer be second?

Shouldn’t spencer be first for the DHC Trick into Zero?