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

in know how this combo work, i used it in vanilla, but in Ultimate it seen rather inconsistent, could you explain me how exactly this combo works ?

the start “5B > 5C > 6C > > 5S” cause 6 hits, theres a limit of hits ?

if i start the combo with the dive kick or by Z buster lvl 3 or Z buster + L raikouzen or just a random Raikouzen the loop still work ?

after the launcher, do i need to delay the first air M or do i need to execute as fast as i can ?

in vanilla i used the S, air m, air m, release Z buster, comand dash L, land, dash, S again, in ultimate this is practicly only in corner now, and S, air m, air m, release Z buster, L raikouzen, zero falls slowly and the S to relaunch do not connect -_-

today my combo is whatever in ground, S, air M, air M, dive kick H, use any assist to follow up the relaunch, i wanted something consistent to rely on a solo relaunch combo in mid screen, in corner i do the basic dive kick, buster cancel, L raikouzen, relaunch with no problem

If I start with a jump in, I take out the j.B j.B j.C after the delayed j.B and just do j.B j.B Buster.

After first launch, I do j.BBC as fast as possible and then delay the j.B as much as possible. The timing is considerably later than vanilla.

Go into training mode and practice it, once you find the timing for it, you’ll understand how much you have to delay.

You can’t start this with lightning, too much hitstun.

Hope this helps

Hey guys there was a zero video floating around in this thread that i cant seem to find now that involved a 900k+ zero combo only using Dante assist. Does anyone have the video and the notations because that would make my day. Thanks

So what do you guys think of the combos Flocker was doing? Zero boards are filled with so many amazing execution heavy combos but he seemed to be mostly going with easier stuff… but IMO he’s the best Zero (shame he got randomed out.) I really like the Vergil assist corner carry, any advice on that one?

Was it this one from Kef?

Spoiler

[media=youtube]TufRQh4ikCU[/media]

[media=youtube]BeGyMJFrB2g[/media]
Last Combo 1:58 is the one im concentrating on.

One question: Why do i see “command grab-like” inputs when zero jumps to do his 236C to OTG into Lvl 3. Buster? And then another command grab input instead of just 623A?

Is Nini buffering the moves by doing the “command grab-like” inputs or is it absolutely necessary to be able to do these combos, if so how come?

Pretty much any multi hitting assist will let you corner carry. I’ve done it with Dark Hole, Cold Star, Plasma Beam (easiest), Eye of Agamotto, Hidden Missiles, etc.

I love elevator music.

[media=youtube]p9lHNWU4NdU[/media]

You’re so sexy, no homo.

After a couple of viewings I just realized that the elevator music is Elec Man’s theme. Well played, sir.

It’s not really inconsistent as it is a strict timing that you have to learn by muscle memory. The first J.MMH needs to be done relatively quickly, and the falling J.M needs to be delayed a good bit to keep them in hitstunu while you jump again.

But there is a more consistent version if you already had your buster at level 1 or 2 when you started the combo.

Stuff>Launch>J.MMH>J.M>Buster>Lightning>2H>6H>Launch>blablabla

and an even easier/lighter timing one which auto corrects if you mess up the Launch>JMMH part and is useful on bigger chars like Nemesis

Stuff>Launch>J.MMH>Buster>Lightning>2H>6H>Launch>Blablabla

Loop works regardless of the starter. Third variant is good for scaled confirms like airgrabs.

You don’t specifically need it to do that combo on Ryu, but some characters do require a jump back->sentsuizan xxbusterxx for the raikousen to connect afterwrads and that input is the simplest way to do that. It’s also the least execution heavy input for “jump->sentsuizan” imo. There’s no reason to tiger knee it (actually, tiger kneeing it high enough to still get the buster cancel is a bit of a chore), and pressing 8236 is needless effort (you risk clipping forward and getting 86236, which will give you a raikousen instead). 741236 input is a nice input both for spacing the sentsuizan and because of how easy it is.

Lol you overanalyzed my inputs. It’s just my pad being ass as usual and pressing 5 different inputs at a time

thanks for your help ^^ btw, i love your videos =]

i sold my xbox and maybe tomorrow i will get my new ps3, that means, while now i am forever alone without video game ;(
i will train this jump loop, but until now i think it is more reliable do the basic magic series, use my assist to help my relaunch ( most of time is iron fist that thankfully kicks the enemy already to the far corner =P) and do the whatever stuff to end.

right now i still cant do the TK motion, so i dont even try the lighting loop on a match, when i m facing the corner, i still use the D-Loop, its so cool to see the salty of my friend that thought this combo was deleted in ultimate =p

So I rewatched Flocker’s games at WNF and transcribed some combos. When I say (end combo?) that means that for whatever reason the combo didn’t go on from there, so I’m curious if anyone thinks those combos can be extended. Keep in mind he pretty much focused on meterless combos, presumably to build meter for Vergil (he was doing Vergil’s level 4 a lot). Also when I say “S Vergil S S” that means to launch, quickly call Vergil Rapid Slash assist, jump and do air S, then when they bounce back up from Rapid Slash hit air S again. Here’s the transcriptions:

M lightning, buster, diagonal lightning, S, air MMHS, divekick relaunch w/ Lightning, S Vergil air S air S, divekick relaunch w/ down teleport (end combo ?)

H lightning, fall, s.M, s.S, j.M, buster, teleport down, dash, s.M, s.S, air MMHS, divekick w/ Vergil corner carry (end combo ?)

buster near corner, dash, M, S, air MMHS, dive kick teleport down relaunch, S, air MMHS, dive kick lightning relaunch, S Vergil air S air S (end combo ?)

M lightning, buster, teleport down, dash, S, air MMHS, divekick lightning relaunch, S Vergil S S, dive kick teleport relaunch, uppercut

cr.M st.H Shippuga, S, air MMHS, dive kick teleport down relaunch, air MMHS, dive kick lightning relaunch, S Vergil S S, skittles

Also I wanted to post the transcription for the slightly easier Zero to Vergil DHC. This combo keeps them in the corner the entire time.

(??? starter (see below)) (DHC into Vergil Spiral Swords) (charge Round Trip during DHC animation) j.M j.M j.H (land then super jump) j.H j.S Round Trip (cancel into in the air) Judgment Cut L, cr.H, Stinger, Judgment Cut L, cr.H, Lunar Phase, High Time, Dimension Slash

1,226,000 damage, needs 1 meter to start, eyeball guess minus 20 percent meter

What starters do you guys think would work best for this? The guy in the video uses Jam Session but Dante’s not on my team.

[media=youtube]20htPZilFo0[/media]

Chalk this one up too. Sorry if it’s been posted before somehow, they all seem really similar anyways.

Call me crazy but, I noticed the Zero/Vergil DHC from Rekkouha to Spiral swords and the combo afterwards does noticeably more damage after the patch; before I had to do Dimension slash ender to go above 1.135.000-ish damage and now I can go over 1.200.000 without using it.

anyone else noticed this?

2M->2H->5S->sj.MM->sj.236H->call disruptor->j.236H (disruptor hits)->5S->sj.MM->sj.lvl3 buster->sj.214L->5S->sj.MMHS (land)->j.236H xxbusterxx->j.623L->call jam session->5S (jam session hits)->sj.MM->sj.236H->j.236H xxbusterxx->j.623L->214M+H->[j.lvl3 buster->j.623L->(Tiger Knee j.623L x2)]x2->j.lvl3 buster->j.623L->623H

The start is…any combo that leads to rekkoha. The more damaging the starter, the less damage you need the Spiral Swords extension to do, so having two assist extensions for instance can allow you to kill everyone without the Dimension slash at the end (making the combo meter positive actually)

With his team he was definitely doing near optimized combos. I don’t think Hawkeye offers any unique assist extensions for Zero (basically, all you can get is assist call->OTG->relaunch, which doesn’t work at the end of long combos). Sure he could add some hits mid combo (like throwing in 5Hs and 6Hs in places when he’s not doing for a second air magic series combo), but as far as assist extensions go he’s pretty much capped.

He could each of those combos with rekkoha after the S Vergil SS of course, or could end with lightning loop by doing sentsuizan xxbusterxx->L raikousen->sougenmu instead.

I need some help finishing a basic combo with Zero (trying to learn him)
Zero/Akuma/Ghost Rider
So i’m currently doing ground series->launch->air series-> Dive xx Buster-> L Lightning -> cr.H, Fwd H, launch-> air series->
here is my trouble…CALL GHOST RIDER otg dive…causes opponent to wall bounce-> ???
How should I finish this? I can have buster charged then jump buster xx L lightning and do a corner loop… I cant do the corner loops right now but i’m practicing.
So for an easier option to finish with until i master that, what can I do to finish with rekkoha? I have tried linking a dive after buster but it wont hard knockdown :frowning: