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

http://puu.sh/air6

Getting 50K more with the jump loop than my 2 assist mid-screen combo and I think it builds more meter. The problem is that it’s 20x harder. But I can always use it since I won’t always have two assists available. I don’t think you can do a 2 assist ender with jump loop because of the hitstun.

Bah, finally decided to sit down and spend some time with Zero today and I can’t come up with an efficient corner combo with my two assists (Wesker gun shot and Ironman unibeam). I’ve tried variations of most of the loops I’ve seen in the Zero forums but the new HSD ruins a lot of things for me. I feel like it’s more efficient to just do straight up solo Zero combos when I have them cornered since they’re more consistent and damaging for me =/

The problem is that Wesker’s OTG in “kinda” pointless since Zero can now otg by himself and continue, its not useless, its just that personally I dont like zero/wesker. Unibeam adds too much HSD i think, maybe you could try another char? if not, try posting your most damaging combo here and maybe we can help to improve it

Guys I’ve found the solution for doing the j236h otg buster j623a on Magneto and strange.

The trick is to do the j236h lower than you usually do (about half the height) and than you can connect the j623a with ease…

What’s the trick to connecting the two acid rains? the 2nd one prevents me from doing the 5s in time…

In your ender I’m having difficulty landing the first Raikousen after Sougenmu activation. If I activate Sougenmu first then j.Buster > Raikousen I can do it no problem. Is there a vid avaliable showing this setup? The one i’ve been looking at does it the way I described. Thanks.

[media=youtube]BeGyMJFrB2g[/media]

Most of you probably already know about all of these, but hopefully it will help the new Zeros

been playing this game lately and old school games are still the best, but this one has turned out to be very good. Nice compilation of info you have here.

I saw this in the morning and I was like “oh ive hit so many people with this shit”. And when I was replying your other vid, I though of a new air throw combo with zero/trish/dante…and I got to almost 1.200.000 off 1 bar…seriously?..yo wtf zero?

Nini do you use the Jam Session > M Raikousen > Buster > L Raikousen mixup on entry?

that sounds fcking gay

It is pretty homosexual.

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lvl 3 buster combo loop. about 671k damage. can be done on any character but the timings vary from size of characters (Doing this on rocket raccoon is incredibly tough where as modok is much easier. medium characters hit and miss)

you can add a genmu zero at the end for 1.1million damage (or an ideal team hyper combo for slightly more or less depending on your set up)

the timings aren’t too bad once u get the buster thing cracked.

Yeah, i sometimes use that one too but most of the time, well timed basic raikousen 50/50 is good enough and if they block it somehow, i call Dante, lockdown into another mixup.

I also like doing M raikousen>buster whiff>Command dash on the other side, then airdash forward or back J.H or L Raikousen backed by drones

In vanilla I did j.:m: + Jam Session>:m: command dash.

Worked I think 90% of the time.

And my fuzzy guard setup:

j.:h: (blocked first hit)>Call Jam Session>(second and third j.:h:s hit) land>j.:l:
Works for both hit and block.

Nice way too do damage without assist or metter. Stil, can’t it be done after a LMHS or is hitscun scalling kicking after the first OTG ? I would try it myself but i can’t get past the second raikouzen startign the combo of an S.

Also, about the Ride The Lightning loop. Is there a post where the notation is explained clearly ? Trying to redo a combo from a video when you have a poor execution is extremely painful.

Haven’t seen it mentioned, mainly cos I haven’t read every post- but is it me or is Raikousen Loop A LOT easier to do now? Like, it’s at the point where I feel comfortable throwing it into tournament matches now.

Yes, you can do 3 reps if u start LMHS, delay the j.S a bit for the 1st 2 reps.

I thought the same thing. I was playing online last week and decided to try it out having not touched the lightning loop since ultimate released, and pulled it off pretty effortlessly (ONLINE). In vanilla you had to delay each lightning to keep them at just the right height and although delaying still helps it feels like the window is much wider so you can just do it faster without any problems.

One thing I dabbled around with in training mode was Acid Rain > Backdash > s.H (whiff) ~ HH (Standing Gunshots) ~ Stinger > Bold Move > Hammer > etc.

With the brief lab time I’ve spent I couldn’t make it consistent though. The backdash is necessary because the shots seemed to completely whiff, but even after doing so sometimes the first two shots would push the other character up too high to be hit by the next two shots, which would cause the hitstun to end before the Stinger hit. Doing only two shots would solve this, but that would be almost as difficult as trying to properly time all four shots anyway.

One thing I thought of but haven’t had a chance to try yet was Acid Rain > Million Carats > s.H (whiff) ~ HH ~ Stinger > etc. The few times I tried Acid Rain > Million Carats in training mode back on like day 1 or whatever, I wasn’t able to make Million Carats hit really late in the active frames, but if this was vanilla I’m sure it would work. I’m hoping someone makes this or something else using the standing shots work.

I should go post this in the Dante forums…

Yeah tested on vanilla just now and ultimate, the change to Raikousen (crossing up in the corner) means the lightning itself travels slightly further. In turn it means you can do very low, TK Raikousens back to back whereas in Vanilla the lightning wouldn’t extend far enough for them to land on it.

This works out sooo much better for me cos I like churning TK motions out quickly rather than putting a delay in there =D

I might just convert all my combos into 2xRaikousen Loop rather than DHCs (unless needed).