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

Yeah I was trying it out too, you need assists to extend the combo since you can’t charge buster fast enough after XF.

Yeah it’s definitely assist only. The only thing is getting a jump to not fly under them after the assist since the spacing is weird after a lot of assists hit. Maybe you could do a shippuga loop here instead but tech time off of throws is a lot quicker so probably not.

I think if the goal is to just kill the first character off an air throw, with Zero/Dante you can just do a normal throw combo into Rekkoha, X-Factor and tag out to Dante, and j.S. Finish the combo from there with anything. I think it’s better this way because you save some X-Factor meter for Dante against the next character. If you X-Factor at the start of Zero’s combo, you use all of it.

Actually, you can do this with Zero himself. I gotta make a video again. BRB

Really, now? You guys give up too easy :stuck_out_tongue:

Forward or Back Air-Throw, j.:qcb::m:, j.:qcf::h: XFC c.:l: c.:m: s.:h: slight delay :f::h: s.:l: s.:m: s.:h: :f::h: :s: j.:m::m: Buster, j.:qcb::l:, dash forward, :s: j.:m::m::h:(2 hits):s: :qcf::atk::atk:

or if this is easier to read:
Forward or Back Air-Throw, :m:Hienkyaku, :h:Sentsuizan XFC c.:l: c.:m: s.:h: slight delay :f::h: s.:l: s.:m: s.:h: :f::h: :s: j.:m::m: Buster, :l:Hienkyaku, dash forward, :s: j.:m::m::h:(2 hits):s: Rekkoha

1,037,600 damage, no assists, level 1 X Factor.

Took me about 20 minutes to find a way for it to work and then another 10 minutes or so to get the execution down… I probably couldn’t do this consistently yet but someone with good execution probably could.

Here it is.

[media=youtube]P5E4fHJD92o[/media]

That last jam session in the video is a cross up right? Canceling that into devil trigger and comboing off of it would be pretty hot.

Also, guys I just found one of the coolest uses of 5 meter EVER.

Okay, so you’re fighting a phoenix team and they managed to get dark phoenix out (and switched them back out to a new character). You manage to kill their team and still have 2 guys left (not uncommon at all really).

On phoenix coming in. Rekkoha->x-factor Rekkoha->DHC to a transformation super (or just one that will miss and then end pretty quickly)->team super (that’s right, ANOTHER rekkoha).

3 rekkohas in xfactor 2 chips Dark Phoenix to death from full health (and if they super on the way in, they just get hit by 2 and a half lvl2 xfactor rekkohas and die). With x-factor lvl 1 it’s a little trickier. The other character participating in the team super has to do a little bit of chip to her as well (and it’s kinda hard for most of them to reach that height).

I just thought it would be cool to know.

Good work on the throw combo technology guys. I didn’t think of tagging into dante instead of devil triggering to continue the combo, that’s a good idea, since you
pretty much get your meter back.

Also gonna have to try that no assist version just in case I’m left with only Zero.

You would need to modify it heavily to work with XF3 instead of XF1. I’d be willing to bet you could get 3 ground loops though in XF3 without even needing the s.:l:'s.

I’m just started learning zero and I was wondering how important the shippuga loop is.

Hi all, I apologize if I missed it somewhere, but I didn’t see on the OP, or the last 2 pages in the thread, what a good sequence is for Zero on the receiving end of the DHC trick? Is it something like [ jM xx qcf+H, S ] a few times then some kind of ender? if so, what’s a good way to end that? And if not, what’s good off the glitch? Thanks!

And again, if this IS on the OP somewhere I apologize, but I gave it a good scan twice to make sure I wasn’t being “that guy.” If it makes any diff, it would be off Storm.

Okay, if you start the DHC glitch in the corner.


[5S->sj.M->j.236H] x3 ->5s->sj.M->lvl3 charge shot->623H.

If not in the corner


[j.mmhs]x3->5s->sj.mmhs

If for some reason that wouldn’t be enough to kill them (UNACCEPTABLE!)

Go into zero’s lighting dash combo enders. If you’re going to go this route, make sure to keep charging your buster after the j.623L. For any ender with a * on it you can add on another assist ender instead of the rekkoha.

For long multihitting assists
call assist->j236H->5s->62369L (tiger knee lighting dash)->jump lvl3 chargeshot->623L->236H->*rekkoha

For otg assists
call assist->62369L (tiger knee lightning dash)-.jump lvl3 chargeshot->623L/ *214L rekkoha

Other assists
call assist->j.623H->jump lvl3 chargeshot->623L/ *214 rekkoha

Out of assists and they’re still not dead? (BY ODIN’S BEARD!)

sougenmu after 623L (you may add a 623L after any jump lvl3 chargeshot location)
[jump chargeshot->623L->62369L (tiger knee lightning dash) x6] repeat as necessary

They’re dead. Yay

At this point you don’t kill a character you touched with Zero you’re doing something wrong.

Awesome, thanks! If the OP is still around, he should definitely add that.

what I figured out earlier and posted is, at the end of the shippuga loop instead of doing a launcher if you sogenmu then shoot level 3 buster both of them can hit and can continue his combo either from his otg, as well as standing :h: this allows him to go full screen and do the raikousen loop.

Does anyone have a good follow up after Jam Session? I’ve been using it for entry mixups/snap-ins and I have to do some really ghetto stuff all the time to continue the combo. The combo I’ve been doing builds barely 1 bar so i’m kinda looking for something slightly better.

If it’s a close to ground hit, just do jump MMHS, land, LMHS etc. If it’s super jump height, you can do the same with a super jump, but cancel the last S into L Hienkyaku. Hitstun scaling shouldn’t be too hard at that point so you can throw a lighting dive in there and it should work.

Okay I have a problem again, relative to the Jam Session hitconfirm. Been messing around with it some more and for consistency reasons, I’ve been doing

Jam Session>JM>Buster>Lightning>Dash>Jump Loop x2> JM>Buster>Lightning>Launcher>J.MMHS

Problem is, for some silly reason the combo doesn’t work if the Jam Session anti airs. Specifically, it drops at the J.MMHS. Why does it drop and do you think there could be a way to fix it?

I don’t really understand why it happens but it seems like anti-airs produce greater hitstun scaling. If you catch someone with an anti-air s.:l: and try to go into the shippuga loop you can only get 2 reps and still finish the combo. You might be able to fix it though by replacing one (or both) of the lightnings with :l:-Hienkyaku

Best way to fix it is to replace one of the lightning’s with an L Hienkyaku if possible. That’s how I do combos that scale too much otherwise.

Works now with a L hienkyaku. Thanks guys.