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

Only thing I got is kinda common sense, if they’re high, then do a higher TK raikousen, which is what you should be aiming to get each time anyways. Higher TKs = more hits on raikousen = more damage. But if you see that they’re dropping, do the next 1-2 reps closer to the ground to pick them back up a bit. I’m also trying to get this stable, right now I can only do it somewhat consistently on right corner, I have a lot of trouble getting a consistent TK raikousen on left corner for some reason. Also, I don’t know if it’s my imagination, but for some reason lightning loop seems harder on sentinel than anyone else.

And yeah, 1x lightning loop does more damage than rekkoha.

Ok, thanks for the tips. For some reason I woke up from a nap today and can do it like 80% now so if I keep practice / taking skill naps, I’ll get it down pat eventually lol

Also I’d believe it on Sentinel being harder, you have to really change your time on the jump loop to get it to work on him it feels like.

so uh…the first combo in this video does 50k more than the flying screen relaunch combo before doing the ender and builds 0.4 more bars of meter. It even looks easier on the execution.

1:03 was interesting as well. He went straight from the D-loop to the lightning loop without the need of an assist.

3:13 shows that buster charges significantly faster in level 2-3 x-factor. Cool stuff.

The rest of the video wasn’t really revolutionary or anything, but it’s a good watch

I did look at this combo. It does do a lot of damage, but there’s a few problems.

First off, getting the fwd. H -> st. L link on a standing opponent is only possible if you do a very short ground chain, and it’s a tough link to hit, tougher than if they were airborne. It also means it probably has to start with Zero, meaning if you start the combo with an assist, that part might not work.

However, you have to do the standing version of the link because if you go into crouch H and then link after, the launcher combo into LL MM won’t always work due to height.

After that, timing the j. M to start the loop after the L Hienkyaku is hard and inconsistent. It has to be spaced perfectly and there’s some character dependent stuff going on sometimes and it’s just a hassle. And then you have to, by some black magic, link a st. H after the second rep of the loop. THEN assuming they’re not high enough, launch with an early j. M into buster combo, so you can land fast enough after the lighting dive to get a j. H.

It’s a much more difficult combo than it looks, really. I tried learning it but it’s just not worth it to me. The BnB I use does enough damage and I never ever drop it. I do still want to improve it, so maybe I’ll come up with something else, but I don’t really like that combo in the video.

However, learning to combo into lighting loop solo would be nice to know if you get stuck with Zero as anchor.

Shippuga loop (done properly) does more damage than flying screen relaunch too :stuck_out_tongue:

As for comboing into lightning loop solo: you can do it from the DarkDeath loop which is a little easier, but you lose some damage.

wow, I didn’t know there were so many kinks in the combo. I’m not particularly concerned about the damage, but I’m looking for a good meter building combo, so the extra .4 bars looked appealing.

In my defense, the flying screen combo was mostly for style purposes only. I don’t even use that combo in matches. I sometimes use the shippuga loop though but it’s not very important to me,

I wasn’t really trying to bash on the flying screen combo. It looks awesome and the damage difference is negligible. The execution is a little too hard for me to rely on it though.

For refernce, here is my BnB.that I love so much. (normally done with other assists.)

[media=youtube]bwimdSvBpe0[/media]

Never fails me. No tough links, works on everyone, etc.

Witch set up you use to start the combo? I can do this combo consistently only if I hit the opponent near the ground with the first raikousen after the charge shot…
Like: hold Attack, soungemu, j. Charge shot lvl 3, delay, raikousen (hits near the ground), Tk raikousen x 6… If I do an instant raikousen after the charge Shot I probably drop the combo after 2 reps.

Easier one for me is at the end of a combo, just OTG, call assist, sougenmou, buster into the loop. I usually use jam session here but sometimes dark hole too.

I’ll try your suggestion though, I was under the impression that hitting it higher made it more reliable lol

How on Earth do you get Dark Hole to work with it? His hole always ends up past the end of the screen, I’ve tried neutral jumping or jumping back but then it becomes very character specific. Been a bane for me since day 1, gave up using it as a combo extended a couple of months ago >_<

I jump backwards, call the assist, then sentsuizan. You gotta jump back far enough that the dark hole appears on the screen and way off to the side.

what is the easiest, practical combo after Magneto’s DHC Glitch, with the shadow hyper, if i’m midscreen?

j.BB j.C j.S rejump loop for like 4 reps, then buster > lightning > finish combo. There may be better ones but that’s the one I use and it’s pretty reliable.

thank you very much, i’ll try that next time i play, but i wonder at what height should i jump when they’re coming down

so im new to the Zero army and need some help on the combo where you launch, MMH, halfway down to the ground M, land, jump back up MMHxN.

Is there a trick for this at all? After I rejump back up to hit them with the MMH they always fall too far for me to be able to get another loop.

My BnB i have been using for Zero is basically starter series, launch, air MM, charged shot, down forward lightning, relaunch, air MMHS, OTG+call Dante Jam session, another charged buster, Rainbow.

I know there are much better combos to maximize damage, and from what I have seen Zero has a bunch, so I need help on maybe altering the one I use or just got for a totally different one.

I use Viper-Burn Kick/Dante-Jam Session with Zero BTW

Wait a bit after the halfway to the ground M before going for the MMH. If they’re too high, the last hit of H will whiff and the combo will drop.

Instead of the jump loop after the J.M halfway to to the ground, though, you can just go into 2M>2H>6H>Launcher>J.MM>Buster>Lightning>Relaunch>Air Magic series. Does good damage as well and is a lot easier

As for the ender, there are a couple of things you can do with Jam Session.

Easiest is 2H/5H/5M>5S>J.Buster> H Dive

Or 5S>J.Buster>J.623L> TK M or H dive

Hardest and best would be Steb’s ender,
5S>j.623L>J.Buster>j.623L>TK M or H dive

The first lightning after 5S on stebs ender is impossible to do consistently off Jam session for me. I just started opting to do buster lightning dive instead of lightning buster lightning dive. Lot more consistent and the damage sacrificed isn’t tooooooo much.

I always go for lightning, buster, lightning, dive it’s muuuch easier with Akuma cos his causes a knockdown so you got tonnes of time to get the lightning. With Dante I always just go S quickly jump then lightning. My problem is I can’t seem to do it in the left corner consistently for some reason =/ Have to stick with buster, lightning, dive instead and not get a second assist ender =/

Also, does anyone know if S > j L Lightning works with Doom’s beam? Playing with Akuma and Dante assists completely ruins my timing for doom assist S, j. Buster now. Can never get used to it again and I sued to be able to do it 100% of the time without fail.