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

That’s because believe it or not, Zero is not a good tourney character. He’s by far my favorite to use in the game, but he has crappy HP and minimal derp - which requires more work. Hats off to everyone who gets him to work at that level (which we should all aspire to do), but we can’t get on commentators for thinking what they may think.

I feel like Marn is the best Zero because not only can he do the advanced combos that people post here, but he’s smart enough not to. Why go that route when you can DHC glitch and just use D-Loop? If he wants to style, he does. Flocker won one tourney and all of a sudden he’s the best? He had Phoenix on the same squad - that changes the way people play you. I’m not ready to say he’s better than Marn.

I sometimes get very salty when I see our whole community or the commentators saying how other players are “the world’s best” character user. A new Skrull player comes out and wins a tournament, and just like that he has the title of not only “THE BEST SKRULL PLAYER IN THE WORLD” but also “THE ONLY SKRULL PLAYER IN THE WORLD”. Really? Why people limit their minds to only what they see on streams? Combofiend is still titled the only one who plays Spencer, and we all know that’s not true anymore.

I’ve seen Marn’s execution in action, and I know he can do all these combos we’re creating with the same or less effort than at least me. Choosing to DHC Glitch into D-Loop in vanilla is a very smart choice. Why would you go for something else if you know know this is going to kill either ways?

In the beginning stages of vanilla, a lot of people got salty and started saying Marn was a fraud and stuff and how he never did advanced combos with Zero and stuck to the basic stuff. It’s true I’ve seen myself doing way better combos than whatever Marn has ever done in his tournament career with Zero, but that doesn’t mean anything. How about judging his mindset during a harsh situation, maybe his blocking, maybe his resources management, his mixups? That’s why I think that rating and putting players on a list of “he’s the best zero, he’s the second best zero, and he’s the third zero” doesn’t mean anything in a game where the overall potential and gameplay of your character it’s decided by your other two characters.

I just think people love making quick and definitive assumptions from what they hear, but not really expand their view on.

February, 2011 - “YO MAN, SENTINEL IS THE MOST BROKEN PIECE OF SHIT IN THIS GAME! THANKS CAPCOM FOR RUINING THE BALANCE LOL. MARVEL VS CAPCOM 3 FATE OF TWO SENTINELS OMG! FUCK THIS GAME.”

March, 2011 - [media=youtube]9nDlFecEAK8[/media] “Zero doesn’t do that much damage, he doesn;t have that much health, but his mixups…”

good stuff homie… Yeah, you almost had him. I like when i see advanced combos but I truly don’t think it’s worth it…if there’s any degree that your going to drop it. We all know that zero combos at a certain point is like walking a thin wire, because of hitstun deterioration

I lol’d

you really did well bro!
specially against marlinpie.

If I can weigh in… I think a lot of Zero users focus on “technology” rather than learning the game. They find lengthy combos that last 30 seconds but they play one-dimensional offenses that offer no real threat. I feel a lot of Zero users don’t have tourney experience or lack the confidence/tourney mindset that helps stabilize combos when in actual matches on stream etc…

it’s only a matter of time though.

I know Marn doesn’t always flaunt his crazy training mode gimmicks and unrealistic double assist extension combos which he could probably do easily, but like Kai said, he’s been the most consistent of Zero players and his mixups, while simple and heavily Vanilla Wolverine influenced, just work extremely well and most importantly against high level players where it counts. I also remember someone also saying how Marns “footsies” with Zero was very impressive, hard to get around and just difficult to deal with overall, he does have the advantage of being an incredibly good fighting game player with more than enough worthy competition where he is after all

Anyways, I have a real problem guys…

I’m having trouble getting combo extensions with Ammy’s Cold Star assist particularly after long combos. Is Zero just not compatible with this assist anymore or is there a trick with the timing I’m not getting? Only messed around with it a bit before I went out, just wanna make sure it does work when I hit the Danger room again

I haven’t touched her in Ultimate but even in vanilla you had to call her and then delay any OTG so that her first hit would whiff and the rest of the hits would all connect because there’s a large delay between the first and 2nd hits that causes the combo to drop.

Cold star isn’t a reliable combo extender, use it to lock down and mix up only. In vanilla, it was pretty hard (compared to like jam session) to do steb ender with it and now I think its impossible at the end of combos because the new assist hit stun changes.

I like to use cold star during the ground portion of a combo so I can make characters travel closer to the corner before launching. For instances, if I land a random hit on a grounded opponent with both my assists ready, I’ll do s.M, s.H (call assist), shippuga, another s.M (while cold star is hitting), s.H, shippuga, into launch. I found that doing this doesn’t really effect the rest of the combos hit stun scaling, so this is just free meter and damage.

If you use Ammy like I do, make sure your other character has an assist that can extend Zeros combos (which is why I use Doom missiles now.)

ok so for some wild reason it took me till ultimate to get into zero seriously but whatev. Im looking for the current loops and bnbs the first post is very day 1 vanilla and looks like it hasnt been updated as long :(.

Am I the only one finding the jump loop to be inconsistent on Nemesis? It seems that I end up on the other side at unusual times, or Nemesis recovers before I can land the rising j.M

Because of this I’m using a different corner-carry BnB for heavy characters which is 2M, 5C, 6C, 2A, 5B, 5C, 6C, Ryuenjin, Lvl 3 Buster, Raikousen, etc. I find this to be a lot more consistent on large characters so I’ve started using it on Nemesis and Sentinel. The buster pretty much always connects after the ryuenjin on large characters but it is difficult to land on small characters, hence I use the jump loop for characters that aren’t large.

Ah, thanks. My problem was diving too early. The timing to get everything to connect is pretty tight but doable. With that I finally have a go-to BnB that nets me over 700k for 1 bar with positive meter build

I’ll mostly be using it to make my neutral game more effective like you said, but since I have the assist available I may as well make use of it as a potential combo tool as well. Steb ender is tough to get for some reason (I could do it easily off of Jam Session and Lightning Legs) but the “lite” version works just fine following the right combo

Can you still do the original Steb ender? First time I played UMVC3 I do it once on the first try… I feel happy and think that it still works, I bought the game and tryed in my house and it didn´t work no matter what… in the worst attempts I swtich sides And my Raikousen turn into TK L command dash…

Steb ender is still possible with certain assists but you usually need to OTG with M-Sentsuizan instead of H. There are better (and easier) combo extensions now though with buster canceling.

Zero combo ending in Rekkoha > Activation super from various characters > hard tag in Frank West > Super Jump and take a picture = guaranteed level 4 from a hit at the start of the match with Zero.

I don’t really like Frank so I won’t be using the new tech I found but I figure someone here might find it useful. Enjoy!

Weird, I was just coming to the realisation that I ought to stick to simpler combos in ranbats now and then I stumble across this discussion. And for that reason- I’m gonna experiment with Zero/ Vergil/ Doom atm. Just the simple mid-screen carry using vergil assist and Doom combo extender yields ludicrously easy damage 800K+ how much does the DHC into Vergil normally add?

2am in the morning here I can barely think x_x

about 400k

What’s bolded isn’t true.

Me gusta, time to trawl through the boards with 1 eye open.

Good I feel so dirty =/

830k is indeed crappy HP

Zero indeed has minimal derp. He requires a lot more work to get the same damage as other characters.

Prove me wrong.