"It's not X you should worry about - it's me!" - The UMvC3 Zero Combo Thread

Seriously? Dante is one of the best anchors. There was a video on what he’s capable of in XF3 on the front page a few weeks ago. I’ve had more OCVs with him as anchor than any other character in the game. People just don’t know what they’re doing. Jam session infinite, acid rain mixups that quickly kill incoming characters, can combo off his air throw in XF, ridiculous chip with the devil trigger lightning, super fast pressure, with one of the best assists all around for just about every character. IMO he’s up there with Wesker, Strider, and Akuma as amazing anchors, people just have yet to see it.

Question for those of you that have lightning loop down to a reliable level:

What are some little tips for doing it consistently? How do you TK it? What are some tips for timing it? Any full notation for the combo?

I’ve been doing just TK lightning over and over and this works sometimes but it’s not reliable 100%. I see other people doing it pretty consistently without it dropped so I wanna get down to the nitty gritty and get it figured out.

You make it sounds as if Dante is some sort of rushdown character that NEEDS to get in with teleports.

I use my own variant of Raikousen Loop (the one using H Raik), but the general rule of thumb that works for me is, after Sougenmu, Buster, L Raikousen. PAUSE for a bit then do the TK L Raikousen, AS SOON AS you land TK Raikousen again. Just mash up out in a steady pace, like Viper’s Seismo’s but a bit slower.

I’d like to know what tricks other people use to get it down consistantly too. I was watching Frosty Faustings and the Zeros that did LL in that were doing it so damn fast and still have buster charged. When I do it, it looks slower in comparison much more like the one shown in Avarice’s vid.

Anyway, using the solo relaunch is pretty easy if instead of doing air magic series you do MMx H Dive. Does more damage too thanks to less HSD. Got a ToD corner to corner for the Zero/Doom/Dante team will upload the vid in a sec. Nothing fancy but by god does it work x_x

It’s hard to say, your TKs, speed and motion inputs just have to be very clean, sloppiness of any one will cause it to drop, how are you dropping it exactly?

To do it I basically just went through every part of the loop I had trouble with and worked on it seperately

Initially I was getting a lot of TK L Sentsuizans, this just meant I was doing messing up the dp motion, so I just practiced TK lightnings over and over (not even in Sougenmu) to the point where getting a TK L Dive was rare. Then I had trouble continuing the loop and going into another Sougenmu, but this was basically just getting my hand organisation proper, since I play on pad it was difficult at first to find a comfortable format for doing it. After that I’ve pretty much just been ironing out any input sloppiness.

As for how I do it, I do the loop pretty fast and low to the ground, not sure why, they just seem to drop less the faster I do it, I vary between the classic version and the Buster version, but when I do the Buster version, and I’m releasing the first Buster mid loop, I delay slightly because I’m doing the lightnings pretty fast. Probably why I’m not truly comfortable with it just yet, but I’m still practicing that version considering it’s more damage and less chance to drop

The input buffer in this game is huge, so you can input each direction deliberately and still end up with TK Lightning even at very slow speeds. The only thing I have to remember to do in each loop is leave a huge delay between the Sougenmu -> Buster -> Lightning, and 2nd Lightning. From there on it’s just autopilot slow input Lightnings for the most part.

I was actually surprised at how quickly I got lightning loop down once I bothered attempting it last month. And no, it’s not because I’m a GG player… I think.

100% agreed. Dante without assist is entirely not a threat, as he basically can’t teleport at all unless he blows a bar on missiles -> DT first, and this requires having enough time to do missiles to begin with. Even then if they take to the air, you either get a gimped combo or they end up too high to combo properly. His normals are the slowest in the game, so even in XF3 you’ll get blown up by standard 5-6F normals at close range. If people decide to run away and lame out the XF there’s really not much you can do aside from enter DT and try to aim some bolts at them for chip, or go for the risky hail mary raw Air Trick into j.M dj.M Killer Bee. Air throw is a non-threat since at lame-out (superjump) height all you get is Rain Storm for low damage, even in XF3.

In the instances where you do land hits with Dante in XF, you have to do lengthy, low damage combos to kill, which end up burning precious XF time. Not a good look. Dante also does way better with Vergil assist than vice versa, as he’s got the maneuverability to take advantage of assist mixup, and Rapid Slash assist is just so much better than Jam Session for teleport mixups.

Vergil otoh is a great anchor. Unreactable mixup in XF3, meterless combos out of Rapid Slash, and high damage single-hit attacks for less scaled basic death combos in XF, that don’t burn through your XF time. In the event that XF runs out and they have full health characters remaining, you still have reliable kill combos available to you from mixup via Spiral Swords and Level 4 super.

I would love to hear some more talk on the Dante vs Vergil as anchor debate, because I really do like the Vergil DHC. But with LL being so damaging, you really don’t need to DHC with Zero to kill, I think.

ToD with Doom and Dante assists, corner to corner. Shit tonnes easier if you’re not completely backed up the corner but w/e it’s not hard. Builds 2 bar and is a load of piss to do.

[media=youtube]nXbCmD1BOoI[/media]

quick question. Are u canceling the level 3 buster into the lighting attack thing? I can’t seem to get it out. I tried doing it fast and slow but nothing. The motions are correct as well.

Why are you people assuming Dante needs to teleport at all? or like, you’re saying his normals lose to most normals at close range ok true but, big news: “dante doesnt fight up close”

The fact the he has an airdash and a teleport does not make him a rushdown character, sure he can do it, but his strengths lies on the fact that he dominates the mid range. I guarantee you that a lame Dante is mad hard to catch.

Also in x-factor lv3, he gets free followups off his air throw at ANY height with volcano (dp + :m:).

I seriously can’t think of any character that gives him a really hard time, he has close to 0 bad matchups.

I have the opposite problem, I want to slow it down, but I always do it really fast and low to the ground.

How I do the lightnings so that it’s consistent on both sides is I input 62369 for my TK lightnings.

That’s the motion I use (I play on pad). I do it really slow during the end of the lightning and it usually works for the next TK.I know you can also to 923L to get it out but that seems like it’s tighter timing since the up forward is the first input instead of the last.

My issue with people fall out is like, after the buster > lightning, the first lightning hits high-ish and then the second lightning is a lot lower to the ground, so some characters fall out. I did get 2 sougenmou’s worth in tournament today though so I’m not like, complete ass at it, but I really wanna get it to the point where it’s really really reliable, so I wanted to hear everyone’s thoughts on how they do it.

What is the advantage to the upwards lightning vs doing it normally?

RE: Dante vs Vergil Anchor:

Honestly I don’t play Vergil anchor enough to argue on his end but I do play Dante anchor and it’s really not an issue. You have to do XF3 combos to kill faster with him and save time but they do kill fast and they’re reliable. If they super jump I just dash under and do acid rain mixups. But on the ground, yeah, teleporting isn’t so good unless you do Hysteric > DT > Teleport but I think his strength is in how fast he can do air dash H / low pressure. He gets really damn hard to block, and then once he gets that kill, he just steam rolls through the rest with entry mixups.

Dante really isn’t a teleport only character. If people are focused on that aspect of him, they’re missing out on the best, and most fluid part of the character.

Re: teleport - just covering all bases. It’s still a non-threat even in XF3 due to slow normals and ease of airthrowing it.

Guess what, people might get close to you at some point, maybe even before you realize they have closed the gap. These types of characters do exist :eek:

Why would you want your assistless anchor to be lame? If you’re down to your anchor alone you are most likely losing the match and can’t lame it out for the win. Don’t know why this was brought up. Dominating the mid range is kind of silly to talk about for anchors, when the enemy shouldn’t be under pressure to enter your optimal range naked and put themselves at risk of your superior normals. You can’t exactly force mistakes from an intelligent player who knows how to deal with Dante at neutral without assist.

Didn’t know that about superjump airthrow as I never use XF3 Dante, I’ll have to look into it.

Hey this is off topic but didn’t I fight you at Evo in SF4 pools? You were playing Cammy (me on Fei Long) and we got a double KO in the last round?

You probably havent seen nini’s video with x-factor dante

Hawkeye and Arthur anchor prefer to to lame out and chip, Dante can do that and also being able to attack in a better way.

Also if you get to your last character, it doesnt necessarily means they have their full team you know?

In my experience it solves the only problem I have with the loop (making sure the con-current busters are charged). What this means is, I can do Sougenmu, Buster, L Raikousem, TK L Raikousen, TK H Raikousen and then as he falls I just have to let go of Buster as soon as it glows orange also there’s a higher chance of making both busters in Sougenmu hit (simply jumping up and doing Buster tends to make only the original buster hit) So you have more time to do TK L Raikousen and it sends them higher up so you don’t have the problem of them being too close to the ground, L Raikousen, TK L Raikousen, TK H Raikousen, Buster, L Raikousen, Ryuenjin.

Basically do what it works best for you really. As long as you can get those reps, its good.

the anti-phoenix technique made me wonder what would happen if zero used his shadow super and tried to aerial exchange?

If you can’t aerial exchange zero’s shadow still why not hit confirm, Sougenmu, aerial exchange left or right?

btw, how many of you knew that you could aerial exchange after buster? do you guys think other tournament players know this?

I feel like there is a LOT of technology missing with aerial exchanges.

Sougenmu TAC doesn’t change anything. It used to cause uncounterable TAC’s but that was removed.

I don’t see how this would add anything… unless you just mean as a way to tag out and have Sougenmu assists.

This is how I made my Zero/Doom combo that builds 4.3 meters. I had clips of it to put together as a video but I got lazy.

I meant using left/right exchanges with zero’s shadow against phoenix teams that depend on meter.

edit: I love the zero boards.

can the lighting loop be used after any zero combo?