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

alright, if it’s not consistent then don’t bother.

also, does coldshower->stinger->Ryuenjin->.acid rain require a bold cancel? I really hate bold canceling into double quarter circle forward moves (I sometimes don’t let it reset to neutral for the bold cancel and end up with DP motions Q_Q)

I’ll get it eventually, so it’s not a big deal if it does (just can’t immediately add it to my repertoire).

It does. Don’t worry, even I still can’t do it consistently. :expressionless:

Only advice I can say is input those QCF’s as fast as possible, at least the first one so you get a proper bold cancel.

Best tip I can give is after you input stinger, IMMEDIATELY let go of forward. You can also try doing HCF motions, I believe that gets rid of the DP stuff. I still get Jam sessions when I’m going for grapple after stinger a lot too though… drives me crazy.

There is a bold cancel less version. I had to find one to be able to do it consistently on p2 side, I can’t get QCFs after bold cancels on that side… It uses up your wall bounce though.

Basically 3HHH>Stinger>Wait till they’re dropping down from the wall bounce>Call Ryuenjin>Acid Rain as fast as you can. The faster the acid rain, the more reps you can get. You wanna keep the momentum from Ryuenjin with the Acid rain. The shouldn’t have time to begin their descent after Ryuenjin if you do it right. I managed to get 7 reps once, though i’m averaging 3 currently.

Also I don’t think this is new tech, but i’ve never seen it on stream or in videos so might as well mention it. You can use the command dash(214M) after an air throw to position yourself perfectly for a dive. It’s easier than air dashing and can be done very low to the ground as well(my main problem with air dash was that I couldn’t get a combo from a very low air throw). My air grab combos are now more consistent, so I just thought i’d mention this neat trick.

I probably should use this, but I get a lot of air throws after doing an air command dash and throwing. So I guess it depends on if you have an air dash or command dash left to use. If you’re close enough to the ground you don’t have to use either.

No one watches my videos :frowning:

This has been in 3 of them…

^^ Oops sorry. Any links? I recall seeing one of your vids in balance thread but I was downloading some stuff so couldn’t watch it.
I did say I didn’t think this was new tech lol.

After S. jc. shoryuken + l, means a TK Shoryuke or just - jump, them shoryuken? I was trying both ways, when i jump + shoyuken, shoryuken comes too high… and when I TK shoryuken… it´s too low…

you are able to delay the tk’ed shoryuken by waiting a little longer to hit :l: in order to be higher off the ground

This. Yes it is a TK, and you will want to delay the :l: a bit after the :uf:

I came up with a new idea today so I may have lied when I said that previous video would be my last one for a while (I tend to do this a lot it seems)…

I used to think the best setup for Raikousen loop was “insert combo into j.S” then otg with air dive + assist, then jump lv3 buster > raikousen > sougenmnu etc.

But now I use this:

Combo into J.S, call assist (I use magneto’s disruptor) j.236M, magneto hits, launcher j.m j.m, lv3 buster L hienkyaku, sougenmu jump lv3 buster > into loop.

It gives you a lot more time to hit with buster after sougenmu and to adjust the first raikousen to the height of the opp, sorry if this was known before

I think I just figured a full screen solo combo that will lead into the raikousen loop meaning 100% combos meter permitting.

shippuga loop to launcher j.:m: j.:m: level 3 buster :l: Hienkyaku land :m: Hienkyaku cancel before crossing up using sogenmu (charge buster before sogenmu animation) :m: sentsuizan f.:h: jump level 3 buster raikousen sogenmu start loop

You can literally go from one corner of the screen to the other and do the loop without any assists. If you are not in the completely opposite corner then you can leave out the f.:h: as long as you are at the corner

uhmm Im not sure I understood the combo…could you record it or paraphrase it?

Sorry will try to make it easier to understand

Shippuga loop which is s.:l: s.:m: c.:h: f.:h: (s.:l: s.:m: s.:h: f.:h:)x2. At the end of that combo launcher jump up then j.:m: j.:m: release level 3 buster, teleport downward land then teleport medium. When you use the medium teleport if you let it go the full distance you would end up on the other side of the opponent so instead when you are in front of the opponent hold :l: to charge buster then use sogenmu all before you get behind the opponent. When the animation is over jump up and foward and use the otg special so that you get the otg and the shadow hits him then f.:h: to get him into the corner jump then level 3 buster to raikousen etc

f.:h: can be replaced with :h: ?

is this a theoretical combo or did someone actually try it?

This is probably known already but basically after an air throw you can do the “wolverine” cheese with zero. Command dash down after a front air throw, x factor when you hit the ground while calling assist, OTG and go into a combo, if you use both assists you can break 1 mil at the start of the round off of an air throw. I had no idea he could break that much off a level 1 x factor from an air throw so maybe some of you guys will get some use out of this.

Also off air back throws if you have a slow assist you can do air throw, assist, M air command dash M dive OTG into a combo… I never see people combo off of his back throw.

I can guarantee that the combo I posted works, it is just hard getting into position for both the otg to hit and the clone to connect as well (if you are not directly over the opponent the clone will miss).

Ok been working on improving the full screen combo and have now found an easier more damaging combo before raikousen loop.

Pre-note: this combo should only be used when zero has no assist with him, although it is easier it still takes some strict timing at the end.

s.:l: s.:m: c.:h: f.:h:(3 hits) s.:l: s.:m: s.:h:(3 hits) f.:h:(3 hits) s.:l: s.:m: s.:h:(3 hits) f.:h:(3 hits) sogenmu(make sure to release buster during the animation of sogenmu so that both your buster and the shadows buster both connect) immediately charge :l: or :m: buster dash jump towards the opponent until both you and the clone overlap the opponent otg special :h: s.:h:(you can also use f.:h: and maybe both but I have problems connecting the s.:s: to buster after both) s.:s: (as soon as you attack with :s: jump and shoot buster the shadows :s: will connect then your buster will connect) raikousen :l: (there might be some time left from the shadow clone if so) tiger knee raikousen jump buster raikousen sogenmu etc

Damage before first raikousen hits 437,400 approximately

I was trying out the Wolverine special with Zero. You can just do an H OTG dive and X-Factor that without an assist. I’m not sure how to combo correctly after that though.