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

i would like to know what charge notations do you use to help me out… i need a foundation and maybe later on i can develop my own thanks

I would assume :l:[hold],:d::m:,:d::h:,:f::h:[hold and release L], :l:[hold and release H],:m:,:h:,:f::h:[hold and release L],:l:[hold and release H],:m:,:h:,:f::h:,:s:,jump, j.:m:, j.:m: [release L], j.:dp::l:[hold], land, :s:, jump, j.:m:, j.:m:, j,:h:, j.:s:, land and call Dante’s Jam Session, jump, j.:qcf::h:, land, :s:, jump [release L], j.:qcf::h: xx j.:qcf::atk::atk:.

It’s a little tricky at first, but after a bit it’s not too bad. I’m pretty sure it’s plastered all over the Zero forums.

Lol that’s actually almost exactly the method I use Stray Inu. The only difference is after the s.:m:'s I switch to hold :m: which is completely unnecessary but it’s a habit that carried over from TvC.

reading over everything damn it looks pretty difficult. i haven’t played tvc so, i’m new to this .

It’s gonna feel extremely awkward for a few days. Once you get used to it though it will be so second-nature that trying to do single-button charge during combos will feel awkward (D-loop still gives me trouble because I’m always wanting to switch buttons).

Why would you want to charge during the first :l::m::h::f::h: ? It only take too run to charge a level 3, charging it during the first looks like a way to make the % of droping the combo skyrocket.

It’s very very easy to charge once you get used to it. To me charging the buster changes the chance of dropping the combo by exactly 0%. Only real risk I have of dropping the combo is the very loose spring in my stick causing me to do :uf::h: instead of :f::h: and I just spent most of today learning to compensate for that. The only somewhat challenging part of the combo once you’re used to it is timing the :l: after :f::h: on some characters.

Nice finds Destin

So, does Heavy scale for hitstun or just damage? because I was trying to do Avarice’s combo and I noticed when doing Heavy, he only went for one hit, whereas I go for three

I apologize to Destin for copy pasting the information on Trag’s D-Loop without giving Destin the proper credit for the discovery as it is really DESTIN’s creation. I edited in the post to reflect this.

Anyone have any combos for coming in off of a TAC? Right now the best I’ve found are: (damages assume maximum scaling)
(corner, 296,700 damage) :l: Raikousen, :s:, jump, j. :l::l::m::m:, :m: Sentsuizan, Rekkoha
(mid-screen, 233,600 damage) j. :l::m::m::s:, Rekkoha
(mid-screen 119,700 damage) :l: Raikousen, :s:, jump, j. :l::l::m::m:, Level 2 Charge Shot
(mid-screen 115,100 [horizontal TAC] or 121,700 [vertical TAC] damage+next character’s damage) :l: Raikousen, :s:, jump, j. :l::l::m::m::h:, TAC

The nice thing about the last one is that because you are relaunching, it gives you a chance to TAC through your whole group again because it’s a new air combo.

Also, is there a reason j. :l: isn’t included in most combos? Does it do more hitstun decay than j. :h:? It does 6,600 each time, which is better than the 5,000 you get from j. :h: and by the time most BnBs I’ve seen reach the air, you’ve already reached maximum scaling for everything but Zero’s launcher. Since Zero’s minimum scaling for normals is 0.2, specials is 0.3, and Rekkoha is 0.4, Zero’s light attacks do minimum damage on the 7th hit, medium on the 9th, heavy/j. :s: on the 11th, specials on the 13th, launcher on 17th, and Rekkoha on the 23rd. It goes even faster if you’re under X-Factor and all the minimums are 0.5.

Some characters will break out during the loop if you don’t have perfect timing to keep them positioned right so I go for one hit because it makes this easier to control. When I can go for 3 hits (like on Sentinel or Magneto for instance) then I do. I’m not sure about how the multiple hits affects scaling tbh. Hope this explained it for you.

It doesn’t have enough hitstun on itself. In long combos the opponent will break out after j.:l: before you can land j.:m:

i know it’s nothing special but heres something i came up with

[media=youtube]XvVSUPykqPc[/media]

welll the custom combo is mine lol… everything else has been done… this was like day 2 but i was too lazy to upload it… theres other parts to it but it’s full of fail lol

New Zero assistless bread and butter combo. Works on all characters except V.Joe and Arthur (but there are variations to them).

Any amount of air hits (up to 4 + assist hits), :m:,:h:(3 hits),:f:+:h:(3 hits),:s:,j.:m::m::h:(3 hits), pause, :m:(close to landing), jf. :m::m::h:(3 hits), jf. :m::m::h:(3 hits), :h:(1 hit),:s:, j. :m::m::h:(3 hits):d: Rekkoha

Easiest on mid size to bigger characters because the air :m::m::h: (3 hits) is much easier to land.

I’ve made several variations of this that you can use to include the buster and other things, but this is the most basic one, and it works midscreen and in corner, although sometimes when doing it midscreen, certain characters tend to end up behind you when you do the final launch and jump (unless you did the second :m::m::h: rep really low).

Enjoy. I sent it to tragic so he could add it to his ongoing compendium.

Destin and other Zero players, made another find (already in combo thread but don’t know which one gets read more :slight_smile: )

Any amount of air hits (up to 4 + assist hits), :m:,:h:(3 hits),:f:+:h:(3 hits),:s:,j.:m::m::h:(3 hits), pause, :m:(close to landing), jf. :m::m::h:(3 hits), jf. :m::m::h:(3 hits), :h:(1 hit),:s:, j. :m::m::h:(3 hits):d: Rekkoha

Easiest on mid size to bigger characters because the air :m::m::h: (3 hits) is much easier to land.

I’ve made several variations of this that you can use to include the buster and other things, but this is the most basic one, and it works midscreen and in corner, although sometimes when doing it midscreen, certain characters tend to end up behind you when you do the final launch and jump (unless you did the second :m::m::h: rep really low).

Enjoy. I sent it to tragic so he could add it to his ongoing compendium.


This has some other practical applications, as in enabling airthrow resets due to the fact that so many hits have gone by that air recovery is quicker. If you throw in a 2369 :m: after the air :s: instead of Rekkoha, the character will NOT recover on the ground, but they will tech in the air, enabling an unexpected airthrow. Pair that with Sent’s Sent Force assist and you can do some pretty interesting stuff, such as:

bla bla bla into 2369 :m:, call Sent, airthrow (forward), air :s: (while landing), { jf. :m::h:(3 hits):s: x 2 }, :h::s:, jf. :m::m::h:(3 hits):s: xx Rekkoha

I got inspired watching Justin’s Wolverine forcing airthrow resets with standing :l: in some combos and I have about 5 - 7 different setups with Zero/Sent and Zero/Doom (hidden missiles). Go ahead and make your own.

any video os this combo?

I can probably do a short video capture later on today. Playing with DMG PR Rog right now.

Yea, so… I went ahead and recorded some experimentation in the lab

[media=youtube]5h_gS62fkC8[/media]

enjoy :slight_smile:

Ok so that’s a better BnB than the one Trag posted?

So, for some odd reason, I can D-Loop from L-M-H-f.H-Sogenmu, but not from c.M-c.H-f.H-Sogenmu like the video has… is the timing different? I don’t really think it should be after the first Sentsuizan, but I can always get the first one down, just doing anything after that isn’t working for me