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

Doom’s beam is multiple hits so THEORETICALLY you could 5S in between the hits… but that has to be a just frame. I wouldn’t rely on it personally >_<

You can defo 5S between it it’s whether you can get a Raikousen out after the S is what I’m wondering…Hmm. Time to hit Doom up in the lab again. Just annoys me that the timing is soo weird with him.

Honestly, I rarely do the fully extended ender anymore. If I’m playing Dante, Launch>buster>lightning>dive is about as far as I go, though generally, I skip the lightning since I really hate dropping ToDs. The combo is gonna kill either way so why bother doing something that might drop, even if it’s only a 10 or 5 or 1% chance of dropping.

Any other assist, I simply stick to J.Buster>Hienkyaku>Rekkoha

meh, I never drop the launcher to lightning dive because of how lenient the game is on inputs. I litterally just hit forward and then half circle (from down to up) and hit L lol.

I’m starting to think it’s just better to buster anyway. The dive after the lightning is super inconsistent for no apparent reason on the knockdown… i’ve tried a lot of different variations to get it consistently but it just randomly doesn’t knock down sometimes.

I’m still trying to figure this out too. It’s certainly not random. I keep thinking it has something to do with how you tiger knee the dive. Or maybe it has something to do with Dante assist hitting them at the same time as the launch and not inbetween the hits, or something like that. I should probably test it with other assists with Wesker-y to see if there’s the same inconsistencies.

I’ve also been trying to figure out how to do the same combo (or close to it) using j. S instead of a TK dive. It seems like the j. S doesn’t drop the knockdown part, but I’m not 100% sure. Definitely something Zero scientists should get on.

I think it’s something like Sentsuizan maybe having 2 hitboxes; one towards the top of Zero’s body that doesn’t cause the knockdown and one along the actual sword or closer to the bottom of the sword that causes the knockdown, and whichever one hits first determines whether the knockdown happens. I can’t say for sure, but it’s the best explanation I can come up with (and I remember reading someone saying that doing the TK dive instantly won’t cause the knockdown, which would coincide with this theory).

Yeah I’m the one that said that the other day. I’m gonna do some more research on this today. I urge others to do the same because this is kinda a big deal.

Edit: After some more tests it doesn’t seem to be an issue with the Sentsuizan itself. I did the same combo with j. S instead and I still sometimes get the drop. So it has something to do with the air combo state that for some reason they are not being put in. I believe it has to do in the moment around where the assist and st. S hits, and somehow the st. S doesn’t correctly put them in an air combo state where they can be put into a flying screen knockdown.

The other thing I’ve noticed though is that the more and more I practice the combo the less it happens.

hey gentlemen. just made a quick video.

[media=youtube]DSN0u1zwL7M[/media]

nothing new but showing some option selects.
hope you like the vid overall

Copy and pasted from Viper forum:

So I have been doing with pretty dirty unblockable setup with Vipers burn kick assist with Zero lately that blows up back teching (the natural way that seems players do MOST of the time)

so with Zero do a basic ground string like 2b, 5c, 6c, 5a, 5b, 5c, 6c

then very slight delay after the last hit of 6c, you call Viper and do his forward teleport. You have just enough time to land a 2b while viper hits with her overhead :tup: which goes into a launcher into whatever creative buster combos you do. With my shitty Zero combos currently I am doing like 250K before the mixup and 670K after the mixup so around 920K total. It is really really easy to set up too.

Of course if they forward tech then it wont work, but when I use Zero I am really not that worried about being able to land another hit lol.

EDIT: So after testing this a little bit more I think it is really really really good. I did recording/playback with the dummy to see what would happened if they mashed out Tron or Haggar while in the groundtech state (thats the state it puts you in after Zeros pre-mixup combo) I found that Viper, while getting hit by those assists, still hits the point character before she gets bopped. On a few occassions Viper would hit Tron from BEHIND and I would get a happy birthday.

I made it so the dummy was constantly jumping and that resulted in the low from zero connecting :tup: so you can’t jump out of it either.

It also works on a Wolverine mashing cr. a during/after his back tech.

Of course this is a set up only for someone who is back teching (but a lot of players naturally do this anyways.

If during Zeros pre-unblockable combo string you get them to the corner first, do the same thing you would do except this time dont teleport and if they back teched you can get the exact same unblockable. When I teleported behind them in the corner it still worked on occassion but was as consistent

So yea I basically feel like if the opponent techs backwards then they are eating a big unscaled combo from Zero since it starts with a 1 hit Viper overhead and a 1 hit Zero low into a launcher and you get to avoid using his H’s which would deteriorate the damage.

But yea this is only for back teching, im looking into options for neutral/forward teching after people catch onto this nifty little thingy.

Are you Still Trying the Lightning Loop? I noticed thats a lot of ways to do this combo… some does less damage… I´m still working to make it´s reliable and it´s driving me crazy lol (both sides, left and right)… I´m doing this way:
Set up ending with lvl3 Charge Shot - slight delay, raikousen (hits near the ground)…wait zero hits the ground, them another tk raikousen… use same timing for the rest of combo… I can 7 out 10 when I´m feeling my execution is good… after a lot of tries however (1 hour trying the same thing, this rate start lowering)…
I need to warm up a little too… about 5 -10 min, I can´t turn the game on and start doing it perfectly… wich makes think that it´s very unreliable in tournaments… where you must be ready to show your skills…
I´ll keep working on this, until I find a way to make it consistent… I can´t simple ignore a combo that can kill any char with 2-3 bars with no assist and no X-factor… It can become a deadly comeback weapon…

My theory on it, since I’m only doing Jam Session with it, is that when you connect st.S on the same frame of one of Jam Sessions hits, it doesn’t put them into the correct air combo state… which is kind of hard to remedy. I’ve noticed times where I hit with st.S while Jam Session was out and it wouldn’t even let me jump cancel the st.S… even though it hit. This game definitely has some “when things hit at the same time” issues IE with the guaranteed TAC bug and the way you can kill phoenix with 5 bars without her transforming is related to this too.

Definitely doesn’t have anything to do with when you do sentsuizan because it will knock down no matter where you hit with it usually.

Yeah I have it down now. I haven’t put it into my tournament play because I’m still not super confident but in training mode I’d say I’m 95% on it. As long as I get in the rhythm, and make sure to do the motion very clear and deliberate, it’s not too bad. Just one of those things you have to grind out in training mode till it’s natural. I’d say I’ve put a good 10-15 hours doing JUST the lightning loop so far to get to that point.

This sounds right. Could explain why I (almost) never miss it with Sentinel or Wesker assist. If this bug is still around in UMvC3 then we’re just gonna have to figure out a different combo. Should probably contact Capcom about this because I really want this combo to work.

Post it up on unity and it’ll get looked at. I work for epic games and we check forums all the time for people reporting bugs in our searches, so it definitely isn’t falling on deaf ears. In fact right now would be a great time since they’re mid development and open to changes. Once we get closer to the 2 month away mark though, it gets more solidified, so the sooner the better.

Good deal. Could you tell me where to put this up and then we Zeros all upvote it or however it goes? I haven’t used Unity in forever.

I actually don’t know for sure either, I rarely go there. I just know it’s capcom’s go to sight. I’d try the general MVC section so it gets seen though.

I’d be careful what you post; don’t want them seeing the Steb ender for the first time and going O_O and thinking that maybe it should be nerfed. Maybe just post assist > S > Buster > sentsuizan…

>_>

Yeah I was thinking about that too… maybe it’s better to keep them unaware haha.

It is, it is. Well, at least until UMVC3 comes out and the nerfs and buffs are set in stone. If I were you guys, I would start practicing combos that don’t rely on the buster’s hard knockdown.

I am going to start focusing on match-ups vs Zero alone so my Zero is on point on UMVC3. This is because I am 100% sure I am using Strider on my new team and probably one of the new character for third.

Yeah I believe I might just be sticking with Zero out of my team too… MAYBE keeping Dante. The Dormammu flame carpet nerf is enough for me to drop him… so I might try someone like strider or firebrand… maybe Vergil if he’s cool.

Striders sword beam assist thing looks like it’ll be useful for Zero. I need to see the dive kick assist in action to judge.