same thing with me, i thought it was just my execution. ive gotten more consistency with catching magneto with the raikousen by doing the setsuizan after a neutral jump and releasing the buster ASAP after connecting with the otg. otherwise i would just do the otg xx buster xx L hyienkyaku then relaunch.
Are you guys talking about the timing for the S jb jb j236x otg j236x lighting combo midscreen?
Jump loop is the best corner carry too. Goes from one corner to the other.
corner. im not sure if that followup works midscreen since the opponent is so far away after the hardknockdown. regardless, midscreen i would just go for a corner carry.
also did the timing for midscreen sj.MM xx lvl3 buster xx L raikousen, land to relaunch change? it seems harder to land and get a relaunch or maybe im just mistiming it? i’ve been doing sj.MMH delay lvl3 buster xx L raikousen instead and its a lot more consistent
Shippuga loop still works. You could do.
cr. LMH f.H, LM f.H, LMH f.H S, air combo.
Could also link with st. M’s instead of L’s and you can do all three reps still.
So what seems to be Zero’s most damaging midscreen air hitconfirm combo? (basically anything that uses j.H->j.S->st.L/M or j.H->j.S->buster->L hienkyaku to hitconfirm)? If I could get the damage output before the rekkoha that would be great.
The Ryuenjin combo goes corner to corner and puts Zero deeper in the corner…it’s a very superfluous difference, but a difference nonetheless. The only difference really is you don’t have to jump forward to OTG (actually you need to jump back sometimes).
is this the same combo that’s in your video… called Zero why did he get buffed or is this your own variation?
would zero’s jump loop be that much worth it to keep using? i cant seem to keep it consistent in matches and the timing seems real sensitive with different characters.
My Zero isn’t very high level at all but i’ve been foregoing learning the jump loop and using an OTG assist ( Zero/Dante/Wesker, don’t hate me :X ), to just do basic magic series, its practically a full corner to corner carry if thats an option for you. Only downside is that I don’t really have a 2nd go-to assist like drones or tatsu, or even rapid slash to help Zeros zoning game, although Jam Session is a universal assist for zero. Just the trade off for easier combos and of course, Dark Wesker is incentive enough. I’ll probably end up swapping him out once i’m more comfortable with Zero/Dante to the point where I feel like I won’t need to fall back on a powerful anchor and need to level up my Zero/Dantes mixup games along with making them safer.
I would say knowing both how to use the jump loop and having an OTG assist are useful. I use Doom beam to OTG and carry full screen, but there were moments the other night where I was using Doom Beam to get in or mix up and the assist wasn’t ready yet. Going for the jump loop got me to the corner and let me use my other assist (Vergil) to maximum effect.
Without using assists, how would you guys end a zero combo from setsuizan release lvl 3 Buster :l: Raikousen ?
Ride the Lightning.
You can use lightning loop, level 3, or just reset them
lightning loop is the optimal. If you cant do it yet (learn it) you could activate sougenmu regardless and go for derp mixups
how do you do it exactly?
I just started implementing Ride the Lightning into my combos, it fits conveniently at the end of my BnB. Y’all were right, it’s SOOO much easier in UMvC3 (Especially with Vergil), either that or my execution got better since I gave up trying for it in Vanilla.
Rather than try to make what I call a bubble combo, where I start with a j.S or whatever and omit all hit confirm and go for minimum scaling and max damage, I tried to make the combo as practical as possible. It carries corner to corner and starts with a j.H, builds about 1.5 meters and so with a little bit of extra zoning prior to build that last bit of meter I could be in a position to kill two characters immediately. It’s nothing new or groundbreaking, and if anything it just uses and combines existing technology, but I’m so proud that I can do it I thought I would post it and bask in the glory for a bit.
Zero/Vergil-y/Doom-a
j.:h: s. s.:h: :s: j.
j.
j.:h: j.:s:, call Doom Beam, H. Sentsuizan, :s:, j.
j.
j.:h: j.:s:, call Rapid Slash, M.Sentsuizan, :s: j.Buster xx L.Raikousen, (land) Sougenmu, [sj. L Raikousen] x 4, j.Buster, H.Sentsuizan, Rekkouha.
Damage: 1.1 mil http://imgur.com/XtWSu
I’m sure there’s a lot I could do to optimize it further (Like another Raikousen after the second j.Buster into TK’d H.Sentsuizan) but my hands got tired after practicing it all evening.
Hope I can practice this enough to make it viable for tournament play.
I started practicing it today (didn’t care much about it in vanilla), and I can do consistently like 90% of the tries. But not on the left side :/, gotta work on that.
I had the same problem but with the right side, just find a motion you feel comfortable with. Then repeat it tons of times, I actually just do [3 raikousens, a j.lv3 buster] x2, for the sake of consistensy, and end it with a j.lv3 buster, raikousen into whatever.
HI all, had a question or two.
Could someone perhaps provide a notation for the Ryuenjin cancel combo?
My guess as to how it would go is: (charged buster)MH f+H xx H ryuenjin xx lvl 3 buster xx L raikousen or L teleport>relaunch? Just wanted to make sure though, that’s why I am asking.
Also, I was wondering, since UMvC3 has been out for a while now, do you guys think it would be a good idea to update the OP of this thread with a list of combos that work in ultimate? Or perhaps create a new thread altogether? I think it would save a lot of us a bit of time searching through 25 pages. Just a suggestion though!
Thanks.